36 Commits

Author SHA1 Message Date
45f9a5b494 Añadida una capa estática de fondo 2022-09-24 07:32:48 +02:00
330185720d Añadida la animación de morir 2022-09-24 00:03:05 +02:00
e18db352e0 Trabajando en la muerte del jugador 2022-09-23 21:06:21 +02:00
4cf09d1535 Añadido input al scoreboard 2022-09-23 20:43:31 +02:00
48f84d28bd Trabajando en las colisiones con los enemigos 2022-09-23 19:50:40 +02:00
eac0236c60 Capa de fondo con posibilidad de scroll 2022-09-23 17:32:09 +02:00
afe5b52b6b trabajando en el movimiento easing del marcador 2022-09-23 14:09:36 +02:00
52d0c182f3 Trabajando en el marcador 2022-09-22 22:22:27 +02:00
1d9e5ff27d Trabajando en el marcador 2022-09-22 21:39:41 +02:00
96c0ddf8ed Marcador transparente. Area de juego ocupa toda la pantalla 2022-09-22 20:50:34 +02:00
44c9bb0a44 Prueba falsa de marcador transparente 2022-09-22 13:15:56 +02:00
c97063e728 Separados los elementos de la pantalla en diferentes texturas 2022-09-22 12:42:37 +02:00
5806f7352f Recarga de texturas en el cambio de modo de video 2022-09-22 08:27:28 +02:00
e517ef62c8 Actualizado animatedsprite para no requerir frames_per_row 2022-09-22 08:19:16 +02:00
170b245573 Actualizado gitignore 2022-09-21 22:55:14 +02:00
bc0bd2a4e2 Trabajando en el marcador 2022-09-21 22:41:08 +02:00
488e603ca5 Añadida la capa de fondo al mapa 2022-09-21 21:06:09 +02:00
5f99fe3550 Modificados algunos mapas con los nuevos tiles 2022-09-21 19:39:23 +02:00
d31ab28a12 Añadida la clase debug 2022-09-21 19:24:27 +02:00
241c63340c Ya guarda el fichero de configuración 2022-09-21 18:22:18 +02:00
f647a225f9 Actualizadas librerias comunes a las ultimas versiones 2022-09-21 17:31:35 +02:00
378f27a01e Empezando a trabajar con los nuevos mapas 2022-09-20 21:26:37 +02:00
650df9baaf Probando nuevas animaciones para el personaje 2022-09-14 17:39:48 +02:00
b93dc86cb0 Eliminados algunos warnings 2022-09-12 19:20:57 +02:00
4674c3dab2 Modificado debug.txt 2022-08-30 20:41:58 +02:00
a5c983df9d Actualizada la clase screen con nuevos procedimientos. Incluído el fichero const.h. Cambio de tamaño de ventana y pantalla completa 2022-08-30 17:59:10 +02:00
16b7bcc091 Quitado código comentado 2022-08-29 21:08:25 +02:00
e6dad36f3b Las plataformas horizontales ya no empujan ni se queda pegado al suelo 2022-08-29 10:48:31 +02:00
f9482594ea Arreglado el problema con las plataormas verticales. Se iba un pixel 2022-08-29 08:27:33 +02:00
45592f16c3 Añadido todo.md 2022-08-28 23:02:42 +02:00
462a64bb3e Actualizado a la última versión de jail_audio 2022-08-28 22:41:24 +02:00
fcdd2ffd21 Completada la carga de menus desde fichero 2022-08-28 21:03:21 +02:00
d5a069b8db Trabajando en la carga de menus desde fichero 2022-08-28 19:59:03 +02:00
d9cb7f68e2 Trabajando en las nuevas pantallas 2022-08-28 12:24:37 +02:00
5405652f00 Merge branch 'master' of https://gitea.sustancia.synology.me/JailDesigner/volcano_2022 2022-08-28 11:36:45 +02:00
6375cc442c Agregadas muevas pantallas 2022-08-28 11:33:08 +02:00
115 changed files with 7412 additions and 2024 deletions

1
.gitignore vendored
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desktop.ini
thumbs.db
bin/*
config.txt

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frames_per_row=6
frame_width=16
frame_height=16

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frames_per_row=6
frame_width=16
frame_height=16

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frames_per_row=6
frame_width=16
frame_height=16

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frame_width=16
frame_height=16
[animation]
name=default
speed=8
loop=0
frames=0,1,2,3,4,5,6,7,8,9,10,11
[/animation]

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frames_per_row=6
frame_width=16
frame_height=16

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frames_per_row=8
frame_width=16
frame_height=16

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frames_per_row=1
frame_width=16
frame_height=8

8
data/config/config.txt Normal file
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fullScreenMode=0
windowSize=2
filter=FILTER_NEAREST
vSync=true
integerScale=true
keepAspect=true
borderEnabled=false
borderSize=0.100000

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data/font/smb2.txt Normal file
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# box width
8
# box height
8
# 32 espacio ( )
7
# 33 !
7
# 34 "
7
# 35 #
7
# 36 $
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frames_per_row=4
frame_width=320
frame_height=240

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[path]
tileset=walking_eye.png
animation=walking_eye.ani
tileset=manzana.png
animation=manzana.ani
width=16
height=16
x=22
y=20
y=25
vx=0.4
vy=0
x1=22
y1=20
x1=15
y1=25
x2=27
y2=20
y2=25
[/path]

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@@ -1,11 +1,12 @@
tileset_img=surface.png
enemy_file=01.ene
bgColor1=234,171,159
bgColor1=0,171,159
bgColor2=144,225,231
bgScroll=true
room_up=0
room_down=0
room_left=0
room_left=04.map
room_right=02.map
[tilemap]
@@ -14,61 +15,31 @@ room_right=02.map
[actors]
[moving platform]
tileset=moving_platform.png
animation=moving_platform.ani
width=16
height=8
x=9
y=11
vx=0.3
vy=0
x1=9
y1=11
x2=15
y2=11
[/moving platform]
[moving platform]
tileset=moving_platform.png
animation=moving_platform.ani
width=16
height=8
x=20
y=14
vx=0
vy=0.3
x1=20
y1=14
x2=20
y2=21
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[diamond]
tileset=diamond.png
animation=diamond.ani
width=16
height=16
x=1
y=10
[/diamond]
[diamond]
tileset=diamond.png
animation=diamond.ani
width=16
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x=24
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[diamond]
tileset=diamond.png
animation=diamond.ani
width=16
height=16
x=25
x=14
y=12
[/diamond]
[diamond]
tileset=diamond.png
animation=diamond.ani
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height=16
x=19
y=18
[/diamond]
[diamond]
tileset=diamond.png
animation=diamond.ani
width=16
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x=33
y=13
[/diamond]
[/actors]

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<?xml version="1.0" encoding="UTF-8"?>
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<map version="1.9" tiledversion="1.9.1" orientation="orthogonal" renderorder="right-down" width="40" height="30" tilewidth="8" tileheight="8" infinite="0" nextlayerid="6" nextobjectid="1">
<tileset firstgid="1" source="surface.tsx"/>
<layer id="1" name="Capa de patrones 1" width="40" height="26">
<tileset firstgid="5626" source="tile_class.tsx"/>
<layer id="5" name="estatico" width="40" height="30">
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View File

@@ -11,19 +11,4 @@ x1=9
y1=12
x2=9
y2=20
[/path]
[path]
tileset=flying_eye_horn.png
animation=flying_eye_horn.ani
width=16
height=16
x=15
y=5
vx=0.5
vy=0
x1=5
y1=5
x2=30
y2=5
[/path]

View File

@@ -1,15 +1,13 @@
tileset_img=surface.png
enemy_file=02.ene
bgColor1=234,100,159
bgColor2=144,235,231
bgColor1=153,229,80
bgColor2=95,205,228
bgColor1=0,171,159
bgColor2=144,225,231
bgScroll=true
room_up=0
room_down=03.map
room_left=01.map
room_right=0
room_right=05.map
[tilemap]
02.tmx
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tileset=diamond.png
animation=diamond.ani
width=16
height=16
x=5
y=13
[/diamond]
[diamond]
tileset=diamond.png
animation=diamond.ani
width=16
height=16
x=8
y=7
[/diamond]
[diamond]
tileset=diamond.png
animation=diamond.ani
width=16
height=16
x=12
y=11
[/diamond]
[diamond]
tileset=diamond.png
animation=diamond.ani
width=16
height=16
x=16
y=17
[/diamond]
[diamond]
tileset=diamond.png
animation=diamond.ani
width=16
height=16
x=18
y=15
[/diamond]
[diamond]
tileset=diamond.png
animation=diamond.ani
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height=16
x=20
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[/diamond]
[diamond]
tileset=diamond.png
animation=diamond.ani
width=16
height=16
x=27
y=9
[/diamond]
[diamond]
tileset=diamond.png
animation=diamond.ani
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x=33
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View File

@@ -1,34 +1,107 @@
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12
data/map_old/04.map Normal file
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34
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76
data/map_old/05.map Normal file
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data/map_old/05.tmx Normal file
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12
data/map_old/06.map Normal file
View File

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34
data/map_old/06.tmx Normal file
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281,281,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
315,315,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
281,281,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
315,315,281,282,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
281,281,315,316,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
315,315,281,282,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
281,281,315,316,281,282,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
315,315,281,282,315,316,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
281,281,315,316,281,282,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
281,282,281,282,281,282,281,282,281,282,281,282,281,282,281,282,281,282,281,282,281,282,281,282,281,282,281,282,281,282,281,282,281,282,281,282,281,282,281,282,
315,316,315,316,315,316,315,316,315,316,315,316,315,316,315,316,315,316,315,316,315,316,315,316,315,316,315,316,315,316,315,316,315,316,315,316,315,316,315,316
</data>
</layer>
</map>

12
data/map_old/10.map Normal file
View File

@@ -0,0 +1,12 @@
tileset_img=surface.png
bgColor1=0,171,159
bgColor2=144,225,231
room_up=0
room_down=05.map
room_left=10.map
room_right=08.map
[tilemap]
10.tmx
[/tilemap]

34
data/map_old/10.tmx Normal file
View File

@@ -0,0 +1,34 @@
<?xml version="1.0" encoding="UTF-8"?>
<map version="1.9" tiledversion="1.9.1" orientation="orthogonal" renderorder="right-down" width="40" height="26" tilewidth="8" tileheight="8" infinite="0" nextlayerid="2" nextobjectid="1">
<tileset firstgid="1" source="surface.tsx"/>
<layer id="1" name="Capa de patrones 1" width="40" height="26">
<data encoding="csv">
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,139,140,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,173,174,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,139,140,0,0,0,0,0,0,0,0,0,27,28,29,30,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,173,174,0,0,0,0,0,0,0,0,0,61,62,63,64,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,139,140,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,173,174,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
</data>
</layer>
</map>

BIN
data/map_old/surface.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 17 KiB

1028
data/map_old/surface.tsx Normal file

File diff suppressed because it is too large Load Diff

View File

@@ -0,0 +1,76 @@
{
"maps": [
{
"fileName": "02.tmx",
"height": 208,
"width": 320,
"x": 256,
"y": 0
},
{
"fileName": "01.tmx",
"height": 208,
"width": 320,
"x": -64,
"y": 0
},
{
"fileName": "03.tmx",
"height": 208,
"width": 320,
"x": 256,
"y": 208
},
{
"fileName": "04.tmx",
"height": 208,
"width": 320,
"x": -384,
"y": 0
},
{
"fileName": "05.tmx",
"height": 208,
"width": 320,
"x": 576,
"y": 0
},
{
"fileName": "06.tmx",
"height": 208,
"width": 320,
"x": 576,
"y": 208
},
{
"fileName": "07.tmx",
"height": 208,
"width": 320,
"x": 896,
"y": 0
},
{
"fileName": "08.tmx",
"height": 208,
"width": 320,
"x": 896,
"y": -208
},
{
"fileName": "09.tmx",
"height": 208,
"width": 320,
"x": 1216,
"y": -208
},
{
"fileName": "10.tmx",
"height": 208,
"width": 320,
"x": 576,
"y": -208
}
],
"onlyShowAdjacentMaps": false,
"type": "world"
}

View File

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Width:  |  Height:  |  Size: 51 KiB

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35
data/menu/title.men Normal file
View File

@@ -0,0 +1,35 @@
font_png=dogica.png
font_txt=dogica.txt
sound_cancel=sound_menu_cancel.wav
sound_accept=sound_menu_select.wav
sound_move=sound_menu_move.wav
name=TITLE
x=0
y=150
backgroundType=0
backgroundColor=48,48,64,192
areElementsCenteredOnX=true
isCenteredOnX=true
centerX=160
selector_color=229,28,35,0
selector_text_color=255,180,0
defaultActionWhenCancel=2
[item]
text=START
hPaddingDown=2
[/item]
[item]
text=OPTIONS
hPaddingDown=5
[/item]
[item]
text=EXIT
[/item]

View File

@@ -1,4 +1,3 @@
frames_per_row=8
frame_width=16
frame_height=24
@@ -13,19 +12,19 @@ frames=0,1,2,2,1,0,0,1,2,2,1,0,0,1,2,2,1,0,0,1,2,2,1,0,0,1,2,3,4,5,4,5,5,5,6,6,7
name=walk
speed=4
loop=0
frames=8,9,10,10,9,8,11,12,13,13,14,15
frames=14,15,16,17,18,19,20,21,22,23,24
[/animation]
[animation]
name=jump
speed=10
speed=4
loop=-1
frames=16,17,18,17,16
frames=28,29,30,31,32,33,34,35,36,37,38,39,40,41
[/animation]
[animation]
name=death
speed=10
loop=-1
frames=24,25,26,27,28,29,30,31
frames=42,43,44,45,46,47,48,49,50,51,52,52,52,52,52,52,52,52
[/animation]

Binary file not shown.

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View File

@@ -15,8 +15,7 @@ Actor::Actor(actor_t actor)
renderer = actor.renderer;
// Crea objetos
texture = new LTexture();
loadTextureFromFile(texture, asset->get(actor.tileset), renderer);
texture = new LTexture(renderer, asset->get(actor.tileset));
sprite = new AnimatedSprite(texture, renderer, asset->get(actor.animation));
// Obten el resto de valores

View File

@@ -1,4 +1,4 @@
#include "const.h"
#include "animatedsprite.h"
// Constructor
@@ -29,61 +29,72 @@ AnimatedSprite::~AnimatedSprite()
int AnimatedSprite::getIndex(std::string name)
{
int index = -1;
for (int i = 0; i < animation.size(); i++)
for (auto a : animation)
{
if (animation[i].name == name)
index++;
if (a.name == name)
{
index = i;
return index;
}
}
if (index == -1)
{
printf("** Warning: could not find \"%s\" animation\n", name.c_str());
index = 0;
}
return index;
printf("** Warning: could not find \"%s\" animation\n", name.c_str());
return -1;
}
// Calcula el frame correspondiente a la animación
void AnimatedSprite::animate()
{
if (enabled)
if (!enabled || animation[currentAnimation].speed == 0)
{
// Calcula el frame actual a partir del contador
animation[currentAnimation].currentFrame = animation[currentAnimation].counter / animation[currentAnimation].speed;
return;
}
// Si alcanza el final de la animación, reinicia el contador de la animación
// en función de la variable loop y coloca el nuevo frame
if (animation[currentAnimation].currentFrame >= animation[currentAnimation].frames.size())
{
if (animation[currentAnimation].loop == -1)
{ // Si no hay loop, deja el último frame
animation[currentAnimation].currentFrame = animation[currentAnimation].frames.size();
animation[currentAnimation].completed = true;
}
else
{ // Si hay loop, vuelve al frame indicado
animation[currentAnimation].counter = 0;
animation[currentAnimation].currentFrame = animation[currentAnimation].loop;
}
// Calcula el frame actual a partir del contador
animation[currentAnimation].currentFrame = animation[currentAnimation].counter / animation[currentAnimation].speed;
// Si alcanza el final de la animación, reinicia el contador de la animación
// en función de la variable loop y coloca el nuevo frame
if (animation[currentAnimation].currentFrame >= (int)animation[currentAnimation].frames.size())
{
if (animation[currentAnimation].loop == -1)
{ // Si no hay loop, deja el último frame
animation[currentAnimation].currentFrame = animation[currentAnimation].frames.size();
animation[currentAnimation].completed = true;
}
// En caso contrario
else
{
// Escoge el frame correspondiente de la animación
setSpriteClip(animation[currentAnimation].frames[animation[currentAnimation].currentFrame]);
// Incrementa el contador de la animacion
animation[currentAnimation].counter++;
{ // Si hay loop, vuelve al frame indicado
animation[currentAnimation].counter = 0;
animation[currentAnimation].currentFrame = animation[currentAnimation].loop;
}
}
// En caso contrario
else
{
// Escoge el frame correspondiente de la animación
setSpriteClip(animation[currentAnimation].frames[animation[currentAnimation].currentFrame]);
// Incrementa el contador de la animacion
animation[currentAnimation].counter++;
}
}
// Establece el frame actual de la animación
void AnimatedSprite::setCurrentFrame(std::string name, int num)
void AnimatedSprite::setCurrentFrame(int num)
{
animation[getIndex(name)].currentFrame = num;
// Descarta valores fuera de rango
if (num >= (int)animation[currentAnimation].frames.size())
{
num = 0;
}
// Cambia el valor de la variable
animation[currentAnimation].counter = animation[currentAnimation].speed * num;
// Escoge el frame correspondiente de la animación
setSpriteClip(animation[currentAnimation].frames[animation[currentAnimation].currentFrame]);
}
// Establece el valor del contador
@@ -143,7 +154,7 @@ bool AnimatedSprite::load(std::string filePath)
printf("Reading file %s\n", filename.c_str());
while (std::getline(file, line))
{
// Si la linea contiene el texto [enemy] se realiza el proceso de carga de un enemigo
// Si la linea contiene el texto [animation] se realiza el proceso de carga de una animación
if (line == "[animation]")
{
t_animation buffer;
@@ -159,7 +170,7 @@ bool AnimatedSprite::load(std::string filePath)
int pos = line.find("=");
// Procesa las dos subcadenas
if (pos != line.npos)
if (pos != (int)line.npos)
{
if (line.substr(0, pos) == "name")
{
@@ -195,7 +206,7 @@ bool AnimatedSprite::load(std::string filePath)
}
} while (line != "[/animation]");
// Añade el enemigo al vector de enemigos
// Añade la animación al vector de animaciones
animation.push_back(buffer);
}
@@ -206,20 +217,29 @@ bool AnimatedSprite::load(std::string filePath)
int pos = line.find("=");
// Procesa las dos subcadenas
if (pos != line.npos)
if (pos != (int)line.npos)
{
if (line.substr(0, pos) == "frames_per_row")
{
frames_per_row = std::stoi(line.substr(pos + 1, line.length()));
}
else if (line.substr(0, pos) == "frame_width")
{
frame_width = std::stoi(line.substr(pos + 1, line.length()));
// Normaliza valores
if (frames_per_row == 0)
{
frames_per_row = texture->getWidth() / frame_width;
}
}
else if (line.substr(0, pos) == "frame_height")
{
frame_height = std::stoi(line.substr(pos + 1, line.length()));
}
else
{
printf("Warning: file %s, unknown parameter \"%s\"\n", filename.c_str(), line.substr(0, pos).c_str());

View File

@@ -38,7 +38,7 @@ public:
void animate();
// Establece el frame actual de la animación
void setCurrentFrame(std::string name, int num);
void setCurrentFrame(int num);
// Establece el valor del contador
void setAnimationCounter(std::string name, int num);

View File

@@ -3,7 +3,7 @@
// Constructor
Asset::Asset(std::string path)
{
mExecutablePath = path;
executablePath = path;
longest_name = 0;
}
@@ -16,10 +16,10 @@ Asset::~Asset()
void Asset::add(std::string file, enum assetType type, bool required)
{
item_t temp;
temp.file = mExecutablePath + "/.." + file;
temp.file = executablePath + "/.." + file;
temp.type = type;
temp.required = required;
mFileList.push_back(temp);
fileList.push_back(temp);
const std::string filename = file.substr(file.find_last_of("\\/") + 1);
longest_name = SDL_max(longest_name, filename.size());
@@ -28,9 +28,13 @@ void Asset::add(std::string file, enum assetType type, bool required)
// Devuelve el fichero de un elemento de la lista a partir de una cadena
std::string Asset::get(std::string text)
{
for (int i = 0; i < mFileList.size(); i++)
if (mFileList[i].file.find(text) != std::string::npos)
return mFileList[i].file;
for (auto f : fileList)
{
if (f.file.find(text) != std::string::npos)
{
return f.file;
}
}
printf("Warning: file %s not found\n", text.c_str());
return "";
@@ -44,31 +48,43 @@ bool Asset::check()
printf("\n** Checking files.\n");
// Comprueba la lista de ficheros clasificandolos por tipo
for (int type = 0; type < maxAssetType; type++)
for (int type = 0; type < maxAssetType; ++type)
{
// Comprueba si hay ficheros de ese tipo
bool any = false;
for (int i = 0; i < mFileList.size(); i++)
if ((mFileList[i].required) && (mFileList[i].type == type))
for (auto f : fileList)
{
if ((f.required) && (f.type == type))
{
any = true;
}
}
// Si hay ficheros de ese tipo, comprueba si existen
if (any)
{
printf("\n>> %s FILES\n", getTypeName(type).c_str());
for (int i = 0; i < mFileList.size(); i++)
if ((mFileList[i].required) && (mFileList[i].type == type))
success &= checkFile(mFileList[i].file);
for (auto f : fileList)
{
if ((f.required) && (f.type == type))
{
success &= checkFile(f.file);
}
}
}
}
// Resultado
if (success)
{
printf("\n** All files OK.\n\n");
}
else
{
printf("\n** A file is missing. Exiting.\n\n");
}
return success;
}
@@ -83,7 +99,7 @@ bool Asset::checkFile(std::string path)
const std::string filename = path.substr(path.find_last_of("\\/") + 1);
SDL_RWops *file = SDL_RWFromFile(path.c_str(), "r+b");
if (file != NULL)
if (file != nullptr)
{
result = "OK";
success = true;
@@ -104,30 +120,39 @@ std::string Asset::getTypeName(int type)
case bitmap:
return "BITMAP";
break;
case music:
return "MUSIC";
break;
case sound:
return "SOUND";
break;
case font:
return "FONT";
break;
case lang:
return "LANG";
break;
case data:
return "DATA";
break;
case room:
return "ROOM";
break;
case enemy:
return "ENEMY";
break;
case item:
return "ITEM";
break;
default:
return "ERROR";
break;

View File

@@ -35,8 +35,8 @@ private:
int longest_name; // Contiene la longitud del nombre de fichero mas largo
std::vector<item_t> mFileList;
std::string mExecutablePath;
std::vector<item_t> fileList;
std::string executablePath;
// Comprueba que existe un fichero
bool checkFile(std::string path);

View File

@@ -1,18 +1,75 @@
#pragma once
#include "utils.h"
#ifndef CONST_H
#define CONST_H
// Tamaño de bloque
#define BLOCK 16
#define HALF_BLOCK 8
// Textos
#define WINDOW_CAPTION "Volcano"
#define TEXT_COPYRIGHT "2016,2022 JAILDESIGNER & JAILBROTHER"
#define VERSION "0.6"
// Tamaño de la pantalla real
#define SCREEN_WIDTH 320
#define SCREEN_HEIGHT 240
// Tamaño de bloque
#define BLOCK 8
#define HALF_BLOCK 4
// Tamaño de la pantalla virtual
#define GAMECANVAS_WIDTH 320
#define GAMECANVAS_HEIGHT 240
// Zona de juego
const int PLAY_AREA_X = (0 * BLOCK);
const int PLAY_AREA_Y = (0 * BLOCK);
const int PLAY_AREA_TOP = (0 * BLOCK);
const int PLAY_AREA_BOTTOM = (30 * BLOCK);
const int PLAY_AREA_LEFT = (0 * BLOCK);
const int PLAY_AREA_RIGHT = (40 * BLOCK);
const int PLAY_AREA_WIDTH = PLAY_AREA_RIGHT - PLAY_AREA_LEFT;
const int PLAY_AREA_HEIGHT = PLAY_AREA_BOTTOM - PLAY_AREA_TOP;
const int PLAY_AREA_CENTER_X = PLAY_AREA_LEFT + (PLAY_AREA_WIDTH / 2);
const int PLAY_AREA_CENTER_FIRST_QUARTER_X = (PLAY_AREA_WIDTH / 4);
const int PLAY_AREA_CENTER_THIRD_QUARTER_X = (PLAY_AREA_WIDTH / 4) * 3;
const int PLAY_AREA_CENTER_Y = PLAY_AREA_TOP + (PLAY_AREA_HEIGHT / 2);
const int PLAY_AREA_FIRST_QUARTER_Y = PLAY_AREA_HEIGHT / 4;
const int PLAY_AREA_THIRD_QUARTER_Y = (PLAY_AREA_HEIGHT / 4) * 3;
// Marcador
const int SCOREBOARD_X = 0;
const int SCOREBOARD_Y = 0;
const int SCOREBOARD_TOP = (0 * BLOCK);
const int SCOREBOARD_BOTTOM = (4 * BLOCK);
const int SCOREBOARD_LEFT = (0 * BLOCK);
const int SCOREBOARD_RIGHT = (40 * BLOCK);
const int SCOREBOARD_WIDTH = SCOREBOARD_RIGHT - SCOREBOARD_LEFT;
const int SCOREBOARD_HEIGHT = SCOREBOARD_BOTTOM - SCOREBOARD_TOP;
// Anclajes de pantalla
const int GAMECANVAS_CENTER_X = GAMECANVAS_WIDTH / 2;
const int GAMECANVAS_FIRST_QUARTER_X = GAMECANVAS_WIDTH / 4;
const int GAMECANVAS_THIRD_QUARTER_X = (GAMECANVAS_WIDTH / 4) * 3;
const int GAMECANVAS_CENTER_Y = GAMECANVAS_HEIGHT / 2;
const int GAMECANVAS_FIRST_QUARTER_Y = GAMECANVAS_HEIGHT / 4;
const int GAMECANVAS_THIRD_QUARTER_Y = (GAMECANVAS_HEIGHT / 4) * 3;
// Secciones del programa
#define SECTION_PROG_LOGO 0
#define SECTION_PROG_INTRO 1
#define SECTION_PROG_TITLE 2
#define SECTION_PROG_CREDITS 3
#define SECTION_PROG_GAME 4
#define SECTION_PROG_QUIT 5
// Subsecciones
#define SUBSECTION_GAME_PLAY 0
#define SUBSECTION_GAME_PAUSE 1
#define SUBSECTION_GAME_GAMEOVER 2
#define SUBSECTION_TITLE_1 3
#define SUBSECTION_TITLE_2 4
#define SUBSECTION_TITLE_3 5
#define SUBSECTION_TITLE_INSTRUCTIONS 6
// Colores
const color_t borderColor = {0x27, 0x27, 0x36};
#endif

104
source/debug.cpp Normal file
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@@ -0,0 +1,104 @@
#include "debug.h"
// Constructor
Debug::Debug(SDL_Renderer *renderer, Screen *screen, Asset *asset)
{
// Copia la dirección de los objetos
this->renderer = renderer;
this->screen = screen;
this->asset = asset;
// Reserva memoria para los punteros
text = new Text(asset->get("debug.png"), asset->get("debug.txt"), renderer);
// Inicializa variables
x = 0;
y = 0;
enabled = false;
}
// Destructor
Debug::~Debug()
{
delete text;
}
// Actualiza las variables
void Debug::update()
{
}
// Dibuja en pantalla
void Debug::render()
{
int y = this->y;
int w = 0;
for (auto s : slot)
{
text->write(x, y, s);
w = (std::max(w, (int)s.length()));
y += text->getCharacterSize() + 1;
if (y > 192 - text->getCharacterSize())
{
y = this->y;
x += w * text->getCharacterSize() + 2;
}
}
y = 0;
for (auto l : log)
{
text->writeColored(x + 10, y, l, {255, 255, 255});
y += text->getCharacterSize() + 1;
}
}
// Establece la posición donde se colocará la información de debug
void Debug::setPos(SDL_Point p)
{
x = p.x;
y = p.y;
}
// Añade un texto para mostrar
void Debug::add(std::string text)
{
slot.push_back(text);
}
// Borra la información de debug
void Debug::clear()
{
slot.clear();
}
// Añade un texto para mostrar en el apartado log
void Debug::addToLog(std::string text)
{
log.push_back(text);
}
// Borra la información de debug del apartado log
void Debug::clearLog()
{
log.clear();
}
// Establece el valor de la variable
void Debug::setEnabled(bool value)
{
enabled = value;
}
// Obtiene el valor de la variable
bool Debug::getEnabled()
{
return enabled;
}
// Cambia el valor de la variable
void Debug::switchEnabled()
{
enabled = !enabled;
}

67
source/debug.h Normal file
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@@ -0,0 +1,67 @@
#pragma once
#include <SDL2/SDL.h>
#include "const.h"
#include "utils.h"
#include "screen.h"
#include "asset.h"
#include "text.h"
#include <vector>
#include <string>
#ifndef DEBUG_H
#define DEBUG_H
// Clase Debug
class Debug
{
private:
SDL_Renderer *renderer; // El renderizador de la ventana
Screen *screen; // Objeto encargado de dibujar en pantalla
Asset *asset; // Objeto con los ficheros de recursos
Text *text; // Objeto encargado de escribir texto en pantalla
std::vector<std::string> slot; // Vector con los textos a escribir
std::vector<std::string> log; // Vector con los textos a escribir
int x; // Posicion donde escribir el texto de debug
int y; // Posición donde escribir el texto de debug
bool enabled; // Indica si esta activo el modo debug
public:
// Constructor
Debug(SDL_Renderer *renderer, Screen *screen, Asset *asset);
// Destructor
~Debug();
// Actualiza las variables
void update();
// Dibuja en pantalla
void render();
// Establece la posición donde se colocará la información de debug
void setPos(SDL_Point p);
// Añade un texto para mostrar
void add(std::string text);
// Borra la información de debug
void clear();
// Añade un texto para mostrar en el apartado log
void addToLog(std::string text);
// Borra la información de debug del apartado log
void clearLog();
// Establece el valor de la variable
void setEnabled(bool value);
// Obtiene el valor de la variable
bool getEnabled();
// Cambia el valor de la variable
void switchEnabled();
};
#endif

View File

@@ -15,8 +15,7 @@ Enemy::Enemy(enemy_t enemy)
renderer = enemy.renderer;
// Crea objetos
texture = new LTexture();
loadTextureFromFile(texture, asset->get(enemy.tileset), renderer);
texture = new LTexture(renderer, asset->get(enemy.tileset));
sprite = new AnimatedSprite(texture, renderer, asset->get(enemy.animation));
// Obten el resto de valores
@@ -24,10 +23,9 @@ Enemy::Enemy(enemy_t enemy)
sprite->setPosY(enemy.y);
sprite->setWidth(enemy.w);
sprite->setHeight(enemy.h);
sprite->setVelX(enemy.vx);
sprite->setVelY(enemy.vy);
sprite->setCurrentAnimation();
sprite->setFlip(enemy.vx > 0 ? SDL_FLIP_NONE : SDL_FLIP_HORIZONTAL);
collider = getRect();

View File

@@ -114,57 +114,84 @@ bool EnemyEngine::setEnemy(enemy_t *enemy, SDL_Point *p1, SDL_Point *p2, std::st
{
enemy->tileset = value;
}
else if (var == "animation")
{
enemy->animation = value;
}
else if (var == "width")
{
enemy->w = std::stof(value);
}
else if (var == "height")
{
enemy->h = std::stof(value);
}
else if (var == "x")
{
enemy->x = std::stof(value) * tile_size;
}
else if (var == "y")
{
enemy->y = std::stof(value) * tile_size;
}
else if (var == "vx")
{
enemy->vx = std::stof(value);
}
else if (var == "vy")
{
enemy->vy = std::stof(value);
}
else if (var == "x1")
{
p1->x = std::stoi(value) * tile_size;
}
else if (var == "x2")
{
p2->x = std::stoi(value) * tile_size;
}
else if (var == "y1")
{
p1->y = std::stoi(value) * tile_size;
}
else if (var == "y2")
{
p2->y = std::stoi(value) * tile_size;
}
else if (var == "[/path]")
{
}
else
{
success = false;
}
return success;
}
// Comprueba las colisiones con los enemigos
bool EnemyEngine::checkEnemyCollision(SDL_Rect &rect)
{
for (auto enemy : enemies)
{
if (checkCollision(rect, enemy->getCollider()))
{
return true;
}
}
return false;
}

View File

@@ -41,6 +41,9 @@ public:
// Actualiza las variables del objeto
void update();
// Comprueba las colisiones con los enemigos
bool checkEnemyCollision(SDL_Rect &rect);
};
#endif

View File

@@ -1,24 +1,35 @@
#include "game.h"
// Constructor
Game::Game(SDL_Renderer *renderer, Screen *screen, Asset *asset, Input *input)
Game::Game(SDL_Renderer *renderer, Screen *screen, Asset *asset, Input *input, Debug *debug)
{
// Inicializa algunas variables
spawnPoint = {63, 190, 0, 0, s_standing, SDL_FLIP_NONE};
currentMap = "01.map";
// Copia punteros
this->renderer = renderer;
this->asset = asset;
this->screen = screen;
this->input = input;
this->debug = debug;
// this->debug->setEnabled(true);
// Reserva memoria para los objetos
scoreboard = new ScoreBoard(renderer, asset, input, &board);
eventHandler = new SDL_Event();
itemTracker = new ItemTracker();
map = new Map(asset->get("01.map"), renderer, asset, itemTracker);
player = new Player(renderer, asset, input, map);
map = new Map(asset->get(currentMap), renderer, asset, itemTracker);
player = new Player(spawnPoint, renderer, asset, input, map, debug, &board.diamonds);
enemyEngine = new EnemyEngine(renderer, asset, player, map, asset->get(map->getEnemyFile()));
// enemyEngine->setEnemies(asset->get(map->getEnemyFile()));
debugText = new Text(asset->get("debug.png"), asset->get("debug.txt"), renderer);
music = JA_LoadMusic(asset->get("music_surface.ogg").c_str());
// Crea la textura para dibujar los sprites
spriteLayer = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, PLAY_AREA_WIDTH, PLAY_AREA_HEIGHT);
if (spriteLayer == nullptr)
printf("Error: map_layer0 could not be created!\nSDL Error: %s\n", SDL_GetError());
SDL_SetTextureBlendMode(spriteLayer, SDL_BLENDMODE_BLEND);
// Inicializa variables
ticks = 0;
ticksSpeed = 15;
@@ -26,29 +37,33 @@ Game::Game(SDL_Renderer *renderer, Screen *screen, Asset *asset, Input *input)
section.name = SECTION_PROG_GAME;
section.subsection = SUBSECTION_GAME_PLAY;
musicEnabled = true;
debug = false;
musicEnabled = !debug;
musicEnabled = !debug->getEnabled();
board.diamonds = 0;
board.lives = 5;
}
// Destructor
Game::~Game()
{
SDL_DestroyTexture(spriteLayer);
delete scoreboard;
delete eventHandler;
delete itemTracker;
delete map;
delete player;
delete enemyEngine;
delete debugText;
JA_DeleteMusic(music);
}
// Bucle para el juego
section_t Game::run()
{
if (musicEnabled)
JA_PlayMusic(music);
if (!musicEnabled)
{
JA_PlayMusic(music);
JA_PauseMusic();
}
while (section.name == SECTION_PROG_GAME)
@@ -75,77 +90,167 @@ void Game::update()
// Actualiza el contador de ticks
ticks = SDL_GetTicks();
// Comprueba los eventos que hay en la cola
while (SDL_PollEvent(eventHandler) != 0)
{
// Evento de salida de la aplicación
if (eventHandler->type == SDL_QUIT)
{
section.name = SECTION_PROG_QUIT;
break;
}
}
// Comprueba los eventos de la cola
checkEventHandler();
player->update();
checkScreenBorders();
enemyEngine->update();
// Actualiza los objetos
debug->clear();
scoreboard->update();
map->update();
checkInput();
enemyEngine->update();
player->update();
checkPlayerEnemyCollisions();
checkIfPlayerIsAlive();
checkScreenBorders();
updateDebugInfo();
}
}
// Pinta los objetos en pantalla
void Game::render()
{
// Rellena las texturas
fillSpriteTexture();
scoreboard->fillTexture();
// Prepara para dibujar el frame
screen->start();
screen->clean();
// Dibuja los objetos
map->render();
enemyEngine->render();
player->render();
// Dibuja la capa BG
map->renderLayerBG();
// Dibuja la capa 0
map->renderLayer0();
// Dibuja la capa 1
map->renderLayer1();
// Dibuja la capa de sprites
renderSprites();
// Dibuja el marcador
scoreboard->render();
// Dibuja la información de debug
renderDebugInfo();
// Actualiza la pantalla
screen->blit();
}
// Comprueba la entrada
void Game::checkInput()
// Dibuja los sprites en la textura
void Game::fillSpriteTexture()
{
if (input->checkInput(INPUT_BUTTON_2, REPEAT_FALSE))
{
debug = !debug;
musicEnabled = !debug;
if (musicEnabled)
{
JA_PlayMusic(music);
}
else
{
JA_StopMusic();
}
}
// Cambia el puntero del renderizador a la textura y la limpia
SDL_SetRenderTarget(renderer, spriteLayer);
SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0x00);
SDL_RenderClear(renderer);
if (input->checkInput(INPUT_BUTTON_3, REPEAT_FALSE))
{
delete map;
map = new Map(asset->get("01.map"), renderer, asset, itemTracker);
delete player;
player = new Player(renderer, asset, input, map);
}
// Dibuja los sprites en la textura
map->renderActors();
enemyEngine->render();
player->render();
if (input->checkInput(INPUT_BUTTON_ESCAPE, REPEAT_FALSE))
// Vuelve a colocar el renderizador apuntando a la pantalla
SDL_SetRenderTarget(renderer, nullptr);
}
// Dibuja los sprites
void Game::renderSprites()
{
// Copia la textura al renderizador
SDL_Rect rect = {PLAY_AREA_X, PLAY_AREA_Y, PLAY_AREA_WIDTH, PLAY_AREA_HEIGHT};
SDL_RenderCopy(renderer, spriteLayer, NULL, &rect);
}
// Comprueba los eventos de la cola
void Game::checkEventHandler()
{
// Comprueba los eventos que hay en la cola
while (SDL_PollEvent(eventHandler) != 0)
{
section.name = SECTION_PROG_QUIT;
// Evento de salida de la aplicación
if (eventHandler->type == SDL_QUIT)
{
section.name = SECTION_PROG_QUIT;
break;
}
else if ((eventHandler->type == SDL_KEYDOWN) and (eventHandler->key.repeat == 0))
{
switch (eventHandler->key.keysym.scancode)
{
case SDL_SCANCODE_ESCAPE:
section.name = SECTION_PROG_QUIT;
break;
case SDL_SCANCODE_D:
debug->switchEnabled();
musicEnabled = !debug->getEnabled();
musicEnabled ? JA_ResumeMusic() : JA_PauseMusic();
break;
case SDL_SCANCODE_M:
musicEnabled = !musicEnabled;
musicEnabled ? JA_ResumeMusic() : JA_PauseMusic();
break;
case SDL_SCANCODE_R:
delete map;
map = new Map(asset->get(currentMap), renderer, asset, itemTracker);
delete player;
player = new Player(spawnPoint, renderer, asset, input, map, debug, &board.diamonds);
delete enemyEngine;
enemyEngine = new EnemyEngine(renderer, asset, player, map, asset->get(map->getEnemyFile()));
break;
case SDL_SCANCODE_F:
screen->switchVideoMode();
reLoadTextures();
break;
case SDL_SCANCODE_F1:
screen->setWindowSize(1);
reLoadTextures();
break;
case SDL_SCANCODE_F2:
screen->setWindowSize(2);
reLoadTextures();
break;
case SDL_SCANCODE_F3:
screen->setWindowSize(3);
reLoadTextures();
break;
case SDL_SCANCODE_F4:
screen->setWindowSize(4);
reLoadTextures();
break;
default:
break;
}
}
}
}
// Muestra información de depuración
// Pasa la información de debug
void Game::updateDebugInfo()
{
debug->add("R - Reload player and map");
debug->add("D - Toggle debug mode");
}
// Pone la información de debug en pantalla
void Game::renderDebugInfo()
{
if (!debug)
if (!debug->getEnabled())
{
return;
}
@@ -161,59 +266,19 @@ void Game::renderDebugInfo()
SDL_RenderDrawLine(renderer, i, 0, i, 240);
}
// Pinta el texto
int line = 0;
std::string text = "";
text = "R - Reload player and map";
debugText->write(1, 210, text, -1);
text = "D - Toggle debug mode";
debugText->write(1, 216, text, -1);
text = std::to_string((int)player->sprite->getPosX()) + "," + std::to_string((int)player->sprite->getPosY()) + "," + std::to_string((int)player->sprite->getWidth()) + "," + std::to_string((int)player->sprite->getHeight());
debugText->write(0, line, text, -1);
text = "VY " + std::to_string(player->vy) + " " + std::to_string(player->jumpStrenght);
debugText->write(0, line += 6, text, -1);
text = "VX " + std::to_string(player->vx);
debugText->write(0, line += 6, text, -1);
text = "jump_pressed " + std::to_string(player->jumpPressed);
debugText->write(0, line += 6, text, -1);
text = "isOnFloor " + std::to_string(player->isOnFloor());
debugText->write(0, line += 6, text, -1);
const std::string foot_x = std::to_string(player->underFeet[0].x);
const std::string foot_y = std::to_string(player->underFeet[0].y);
const std::string gettile = std::to_string(player->map->getTile(player->underFeet[0]));
text = "getTile(" + foot_x + "," + foot_y + ") = " + gettile;
debugText->write(0, line += 6, text, -1);
text = "state " + std::to_string(player->state);
debugText->write(0, line += 6, text, -1);
text = map->getRoomFileName(b_top) + " " + map->getRoomFileName(b_right) + " " + map->getRoomFileName(b_bottom) + " " + map->getRoomFileName(b_left);
debugText->write(0, line += 6, text, -1);
text = "hookedOn = " + std::to_string(player->hookedOnMovingPlatform);
debugText->write(0, line += 6, text, -1);
text = "DIAMONDS = " + std::to_string(player->diamonds);
debugText->write(0, line += 6, text, -1);
// Pinta mascaras
SDL_SetRenderDrawColor(renderer, 0, 255, 0, 128);
SDL_Rect rect = player->sprite->getRect();
SDL_SetRenderDrawColor(renderer, 0, 255, 0, 192);
SDL_Rect rect = player->getRect();
SDL_RenderFillRect(renderer, &rect);
// Pinta el texto
debug->setPos({1, 1});
debug->render();
}
// Cambia el mapa
bool Game::changeMap(std::string file)
{
bool success = false;
// En las habitaciones los limites tienen la cadena del fichero o un 0 en caso de no limitar con nada
if (file != "0")
{ // Verifica que exista el fichero que se va a cargar
@@ -227,11 +292,14 @@ bool Game::changeMap(std::string file)
delete enemyEngine;
enemyEngine = new EnemyEngine(renderer, asset, player, map, asset->get(map->getEnemyFile()));
success = true;
// Actualiza el valor de la variable
currentMap = file;
return true;
}
}
return success;
return false;
}
// Comprueba si el jugador está en el borde y se ha de cambiar el mapa
@@ -239,10 +307,71 @@ void Game::checkScreenBorders()
{
if (player->isOnScreenBorder())
{
if (changeMap(map->getRoomFileName(player->getBorder())))
const std::string room_name = map->getRoomFileName(player->getBorder());
if (changeMap(room_name))
{
player->setMap(map);
player->switchBorders();
spawnPoint = player->getSpawnParams();
}
}
}
// Recarga las texturas
void Game::reLoadTextures()
{
map->reLoadTextures();
player->reLoadTextures();
scoreboard->reLoadTexture();
}
// Comprueba las colisiones del jugador con los enemigos
bool Game::checkPlayerEnemyCollisions()
{
if (player->getLivingState() != l_alive)
{
return false;
}
if (enemyEngine->checkEnemyCollision(player->getCollider()))
{
player->setLivingState(l_dying);
return true;
}
return false;
}
// Comprueba si el jugador esta vivo
void Game::checkIfPlayerIsAlive()
{
if (player->getLivingState() == l_dead)
{
killPlayer();
}
}
// Mata al jugador
void Game::killPlayer()
{
// if (player->getInvincible())
//{
// return;
// }
board.lives--;
// Destruye el mapa, el jugador y los enemigos
// delete map;
delete player;
// delete enemyEngine;
// Sonido
// JA_PlaySound(deathSound);
// setBlackScreen();
// Crea el nuevo mapa, el nuevo jugador y nuevos enemigos
// map = new Map(asset->get("01.map"), renderer, asset, itemTracker);
player = new Player(spawnPoint, renderer, asset, input, map, debug, &board.diamonds);
// enemyEngine = new EnemyEngine(renderer, asset, player, map, asset->get(map->getEnemyFile()));
}

View File

@@ -10,6 +10,8 @@
#include "item_tracker.h"
#include "enemy_engine.h"
#include "text.h"
#include "scoreboard.h"
#include "debug.h"
#ifndef GAME_H
#define GAME_H
@@ -17,22 +19,26 @@
class Game
{
private:
SDL_Renderer *renderer; // El renderizador de la ventana
Asset *asset; // Objeto encargado de gestionar los ficheros de recursos
Screen *screen; // Objeto encargado de dibujar en pantalla
Input *input; // Objeto Input para gestionar las entradas
SDL_Event *eventHandler; // Manejador de eventos
JA_Music music; // Contiene la musica que se reproduce durante el juego
Text *debugText; // Objeto para escribir texto con información de debug
Map *map; // Objeto encargado de gestionar el mapeado del juego
Player *player; // Objeto para gestionar el jugador
SDL_Renderer *renderer; // El renderizador de la ventana
Asset *asset; // Objeto encargado de gestionar los ficheros de recursos
Screen *screen; // Objeto encargado de dibujar en pantalla
Input *input; // Objeto Input para gestionar las entradas
SDL_Event *eventHandler; // Manejador de eventos
JA_Music music; // Contiene la musica que se reproduce durante el juego
Map *map; // Objeto encargado de gestionar el mapeado del juego
Player *player; // Objeto para gestionar el jugador
ItemTracker *itemTracker; // Objeto para gestionar los items recogidos
EnemyEngine *enemyEngine; // Objeto encargado de gestionar los enemigos
section_t section; // Seccion actual dentro del programa
int ticks; // Contador de ticks para ajustar la velocidad del programa
int ticksSpeed; // Velocidad a la que se repiten los bucles del programa
bool debug; // Indica si esta activo el modo de depuración
bool musicEnabled; // Indica si la musica puede sonar o no
EnemyEngine *enemyEngine; // Objeto encargado de gestionar los enemigos
ScoreBoard *scoreboard; // Objeto encargado de gestionar el marcador
board_t board; // Estructura con los datos del marcador
Debug *debug; // Objeto para gestionar la información de debug
SDL_Texture *spriteLayer; // Textura para dibujar los sprites
section_t section; // Seccion actual dentro del programa
Uint32 ticks; // Contador de ticks para ajustar la velocidad del programa
Uint32 ticksSpeed; // Velocidad a la que se repiten los bucles del programa
bool musicEnabled; // Indica si la musica puede sonar o no
std::string currentMap; // Fichero del mapa actual
player_t spawnPoint; // Lugar de la mapa donde aparece el jugador
// Actualiza el juego, las variables, comprueba la entrada, etc.
void update();
@@ -40,8 +46,17 @@ private:
// Pinta los objetos en pantalla
void render();
// Comprueba la entrada
void checkInput();
// Dibuja los sprites en la textura
void fillSpriteTexture();
// Copia la textura de sprites a la pantalla
void renderSprites();
// Comprueba los eventos de la cola
void checkEventHandler();
// Pone la información de debug en pantalla
void updateDebugInfo();
// Muestra información de depuración
void renderDebugInfo();
@@ -52,9 +67,21 @@ private:
// Comprueba si el jugador está en el borde y se ha de cambiar el mapa
void checkScreenBorders();
// Recarga las texturas
void reLoadTextures();
// Comprueba las colisiones del jugador con los enemigos
bool checkPlayerEnemyCollisions();
// Comprueba si el jugador esta vivo
void checkIfPlayerIsAlive();
// Mata al jugador
void killPlayer();
public:
// Constructor
Game(SDL_Renderer *renderer, Screen *screen, Asset *asset, Input *input);
Game(SDL_Renderer *renderer, Screen *screen, Asset *asset, Input *input, Debug *debug);
// Destructor
~Game();

View File

@@ -8,7 +8,7 @@ Input::Input(std::string file)
dbPath = file;
// Inicializa las variables
for (int i = 0; i < 17; i++)
for (int i = 0; i < 17; ++i)
{
keyBindings[i].scancode = 0;
keyBindings[i].active = false;
@@ -23,7 +23,7 @@ Input::Input(std::string file)
// Destructor
Input::~Input()
{
for (int i = 0; i < numGamepads; i++)
for (int i = 0; i < numGamepads; ++i)
connectedControllers[i] = nullptr;
}
@@ -130,6 +130,43 @@ bool Input::checkInput(Uint8 input, bool repeat, int device, int index)
return (successKeyboard || successGameController);
}
// Comprueba si hay almenos un input activo
bool Input::checkAnyInput(int device, int index)
{
bool successKeyboard = false;
bool successGameController = false;
if (device == INPUT_USE_ANY)
index = 0;
if ((device == INPUT_USE_KEYBOARD) || (device == INPUT_USE_ANY))
{
const Uint8 *mKeystates = SDL_GetKeyboardState(NULL);
for (int i = 0; i < 17; ++i)
{
if (mKeystates[keyBindings[i].scancode] != 0)
{
successKeyboard |= true;
}
}
}
if (gameControllerFound())
if ((device == INPUT_USE_GAMECONTROLLER) || (device == INPUT_USE_ANY))
{
for (int i = 0; i < 17; ++i)
{
if (SDL_GameControllerGetButton(connectedControllers[index], gameControllerBindings[i].button) != 0)
{
successGameController |= true;
}
}
}
return (successKeyboard || successGameController);
}
// Comprueba si hay un mando conectado
bool Input::discoverGameController()
{
@@ -145,18 +182,18 @@ bool Input::discoverGameController()
numGamepads = 0;
// Cuenta el numero de mandos
for (int i = 0; i < nJoysticks; i++)
for (int i = 0; i < nJoysticks; ++i)
if (SDL_IsGameController(i))
numGamepads++;
printf("\nChecking for game controllers...\n");
printf("%i joysticks found, %i are gamepads\n", nJoysticks, numGamepads);
printf("** Checking for game controllers ...\n");
printf("%i joysticks found, %i are gamepads\n\n", nJoysticks, numGamepads);
if (numGamepads > 0)
{
found = true;
for (int i = 0; i < numGamepads; i++)
for (int i = 0; i < numGamepads; ++i)
{
// Abre el mando y lo añade a la lista
SDL_GameController *pad = SDL_GameControllerOpen(i);
@@ -174,7 +211,7 @@ bool Input::discoverGameController()
std::cout << "SDL_GetError() = " << SDL_GetError() << std::endl;
}
//mGameController = connectedControllers[0];
// mGameController = connectedControllers[0];
SDL_GameControllerEventState(SDL_ENABLE);
}

View File

@@ -51,9 +51,9 @@ private:
GameControllerBindings_t gameControllerBindings[17]; // Vector con las teclas asociadas a los inputs predefinidos
std::vector<SDL_GameController *> connectedControllers; // Vector con todos los mandos conectados
std::vector<std::string> controllerNames; // Vector con los nombres de los mandos
int numGamepads; // Numero de mandos conectados
std::string dbPath; // Ruta al archivo gamecontrollerdb.txt
std::vector<std::string> controllerNames; // Vector con los nombres de los mandos
int numGamepads; // Numero de mandos conectados
std::string dbPath; // Ruta al archivo gamecontrollerdb.txt
// Comprueba si hay un mando conectado
bool discoverGameController();
@@ -74,6 +74,9 @@ public:
// Comprueba si un input esta activo
bool checkInput(Uint8 input, bool repeat, int device = INPUT_USE_ANY, int index = 0);
// Comprueba si hay almenos un input activo
bool checkAnyInput(int device = INPUT_USE_ANY, int index = 0);
// Comprueba si hay algun mando conectado
bool gameControllerFound();

View File

@@ -10,8 +10,7 @@ Intro::Intro(SDL_Renderer *renderer, Screen *screen, Asset *asset)
// Reserva memoria para los punteros
eventHandler = new SDL_Event();
texture = new LTexture();
loadTextureFromFile(texture, asset->get("intro.png"), renderer);
texture = new LTexture(renderer, asset->get("intro.png"));
sprite = new AnimatedSprite(texture, renderer, asset->get("intro.ani"));
// Inicializa variables

View File

@@ -22,8 +22,8 @@ private:
Asset *asset; // Objeto con los ficheros de recurso
AnimatedSprite *sprite; // Sprite para dibujar los graficos de la intro
section_t section; // Estado del bucle principal para saber si continua o se sale
int ticks; // Contador de ticks para ajustar la velocidad del programa
int ticksSpeed; // Velocidad a la que se repiten los bucles del programa
Uint32 ticks; // Contador de ticks para ajustar la velocidad del programa
Uint32 ticksSpeed; // Velocidad a la que se repiten los bucles del programa
// Actualiza las variables
void update();

View File

@@ -57,31 +57,47 @@ void ItemTracker::addItem(std::string name, SDL_Point pos)
// Busca una entrada en la lista por nombre
int ItemTracker::findByName(std::string name)
{
const int c = -1;
for (int i = 0; i < list.size(); i++)
/*for (int i = 0; i < list.size(); ++i)
{
if (list[i].name == name)
{
return i;
}
}*/
int i = 0;
for (auto l : list)
{
if (l.name == name)
{
return i;
}
i++;
}
return c;
return -1;
}
// Busca una entrada en la lista por posición
int ItemTracker::findByPos(int index, SDL_Point pos)
{
const int c = -1;
for (int i = 0; i < list[index].pos.size(); i++)
/*for (int i = 0; i < list[index].pos.size(); ++i)
{
if ((list[index].pos[i].x == pos.x) && (list[index].pos[i].y == pos.y))
{
return i;
}
}*/
int i = 0;
for (auto l : list[index].pos)
{
if ((l.x == pos.x) && (l.y == pos.y))
{
return i;
}
i++;
}
return c;
return -1;
}

View File

@@ -1,6 +1,7 @@
#ifndef __MIPSEL__
#include "jail_audio.h"
#include "stb_vorbis.c"
#include <SDL2/SDL.h>
#include <stdio.h>
#define JA_MAX_SIMULTANEOUS_CHANNELS 5
@@ -30,16 +31,17 @@ JA_Channel_t channels[JA_MAX_SIMULTANEOUS_CHANNELS];
int JA_freq {48000};
SDL_AudioFormat JA_format {AUDIO_S16};
Uint8 JA_channels {2};
int JA_volume = 128;
void audioCallback(void * userdata, uint8_t * stream, int len) {
SDL_memset(stream, 0, len);
if (current_music != NULL && current_music->state == JA_MUSIC_PLAYING) {
const int size = SDL_min(len, current_music->samples*2-current_music->pos);
SDL_memcpy(stream, current_music->output+current_music->pos, size);
SDL_MixAudioFormat(stream, (Uint8*)(current_music->output+current_music->pos), AUDIO_S16, size, JA_volume);
current_music->pos += size/2;
if (size < len) {
if (current_music->times != 0) {
SDL_memcpy(stream+size, current_music->output, len-size);
SDL_MixAudioFormat(stream+size, (Uint8*)current_music->output, AUDIO_S16, len-size, JA_volume);
current_music->pos = (len-size)/2;
if (current_music->times > 0) current_music->times--;
} else {
@@ -52,11 +54,11 @@ void audioCallback(void * userdata, uint8_t * stream, int len) {
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++) {
if (channels[i].state == JA_CHANNEL_PLAYING) {
const int size = SDL_min(len, channels[i].sound->length - channels[i].pos);
SDL_MixAudioFormat(stream, channels[i].sound->buffer + channels[i].pos, AUDIO_S16, size, 64);
SDL_MixAudioFormat(stream, channels[i].sound->buffer + channels[i].pos, AUDIO_S16, size, JA_volume/2);
channels[i].pos += size;
if (size < len) {
if (channels[i].times != 0) {
SDL_MixAudioFormat(stream + size, channels[i].sound->buffer, AUDIO_S16, len-size, 64);
SDL_MixAudioFormat(stream + size, channels[i].sound->buffer, AUDIO_S16, len-size, JA_volume/2);
channels[i].pos = len-size;
if (channels[i].times > 0) channels[i].times--;
} else {
@@ -79,7 +81,19 @@ void JA_Init(const int freq, const SDL_AudioFormat format, const int channels) {
JA_Music JA_LoadMusic(const char* filename) {
int chan, samplerate;
JA_Music music = new JA_Music_t();
music->samples = stb_vorbis_decode_filename(filename, &chan, &samplerate, &music->output);
// [RZC 28/08/22] Carreguem primer el arxiu en memòria i després el descomprimim. Es algo més rapid.
FILE *f = fopen(filename, "rb");
fseek(f, 0, SEEK_END);
long fsize = ftell(f);
fseek(f, 0, SEEK_SET);
Uint8 *buffer = (Uint8*)malloc(fsize + 1);
fread(buffer, fsize, 1, f);
fclose(f);
music->samples = stb_vorbis_decode_memory(buffer, fsize, &chan, &samplerate, &music->output);
free(buffer);
// [RZC 28/08/22] Abans el descomprimiem mentre el teniem obert
// music->samples = stb_vorbis_decode_filename(filename, &chan, &samplerate, &music->output);
SDL_AudioCVT cvt;
SDL_BuildAudioCVT(&cvt, AUDIO_S16, chan, samplerate, JA_format, JA_channels, JA_freq);
@@ -134,6 +148,13 @@ void JA_DeleteMusic(JA_Music music) {
delete music;
}
JA_Sound JA_NewSound(Uint8* buffer, Uint32 length) {
JA_Sound sound = new JA_Sound_t();
sound->buffer = buffer;
sound->length = length;
return sound;
}
JA_Sound JA_LoadSound(const char* filename) {
JA_Sound sound = new JA_Sound_t();
SDL_AudioSpec wavSpec;
@@ -210,4 +231,8 @@ JA_Channel_state JA_GetChannelState(const int channel) {
if (channel < 0 || channel >= JA_MAX_SIMULTANEOUS_CHANNELS) return JA_CHANNEL_INVALID;
return channels[channel].state;
}
#endif
int JA_SetVolume(int volume) {
JA_volume = volume > 128 ? 128 : volume < 0 ? 0 : volume;
return JA_volume;
}

View File

@@ -1,5 +1,4 @@
#pragma once
#include <SDL2/SDL.h>
enum JA_Channel_state { JA_CHANNEL_INVALID, JA_CHANNEL_FREE, JA_CHANNEL_PLAYING, JA_CHANNEL_PAUSED };
@@ -18,6 +17,7 @@ void JA_StopMusic();
JA_Music_state JA_GetMusicState();
void JA_DeleteMusic(JA_Music music);
JA_Sound JA_NewSound(Uint8* buffer, Uint32 length);
JA_Sound JA_LoadSound(const char* filename);
int JA_PlaySound(JA_Sound sound, const int loop = 0);
void JA_PauseChannel(const int channel);
@@ -25,3 +25,5 @@ void JA_ResumeChannel(const int channel);
void JA_StopChannel(const int channel);
JA_Channel_state JA_GetChannelState(const int channel);
void JA_DeleteSound(JA_Sound sound);
int JA_SetVolume(int volume);

View File

@@ -10,12 +10,11 @@ Logo::Logo(SDL_Renderer *renderer, Screen *screen, Asset *asset)
// Reserva memoria para los punteros
eventHandler = new SDL_Event();
texture = new LTexture();
loadTextureFromFile(texture, asset->get("logo.png"), renderer);
sprite = new Sprite(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, texture, renderer);
texture = new LTexture(renderer, asset->get("logo.png"));
sprite = new Sprite(0, 0, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT, texture, renderer);
// Crea un backbuffer para el renderizador
backbuffer = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, SCREEN_WIDTH, SCREEN_HEIGHT);
backbuffer = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT);
if (backbuffer == NULL)
printf("Backbuffer could not be created!\nSDL Error: %s\n", SDL_GetError());
@@ -78,7 +77,7 @@ void Logo::update()
}
}
counter++;
counter++;
// Comprueba si ha terminado el logo
if (counter == endLogo + postLogo)
@@ -105,7 +104,7 @@ void Logo::render()
// Dibuja el fade
if (counter >= initFade)
{
const SDL_Rect rect = {0, 0, SCREEN_WIDTH, SCREEN_HEIGHT};
const SDL_Rect rect = {0, 0, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT};
const color_t color = {0xFF, 0xFF, 0xFF};
const int fadeLenght = endLogo - initFade;

View File

@@ -7,6 +7,7 @@
#include "screen.h"
#include "asset.h"
#include "jail_audio.h"
#include "const.h"
#ifndef LOGO_H
#define LOGO_H
@@ -24,8 +25,8 @@ private:
Sprite *sprite; // Sprite con la textura del logo
int counter; // Contador
section_t section; // Estado del bucle principal para saber si continua o se sale
int ticks; // Contador de ticks para ajustar la velocidad del programa
int ticksSpeed; // Velocidad a la que se repiten los bucles del programa
Uint32 ticks; // Contador de ticks para ajustar la velocidad del programa
Uint32 ticksSpeed; // Velocidad a la que se repiten los bucles del programa
int initFade; // Tiempo del contador cuando inicia el fade a negro
int endLogo; // Tiempo del contador para terminar el logo
int postLogo; // Tiempo que dura el logo con el fade al maximo

View File

@@ -1,22 +1,35 @@
#include "const.h"
#include "ltexture.h"
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
LTexture::LTexture()
// Constructor
LTexture::LTexture(SDL_Renderer *renderer, std::string path)
{
// Initialize
mTexture = NULL;
mWidth = 0;
mHeight = 0;
// Copia punteros
this->renderer = renderer;
this->path = path;
// Inicializa
texture = NULL;
width = 0;
height = 0;
// Carga el fichero en la textura
if (path != "")
{
loadFromFile(path, renderer);
}
}
// Destructor
LTexture::~LTexture()
{
// Deallocate
// Libera memoria
unload();
}
// Carga una imagen desde un fichero
bool LTexture::loadFromFile(std::string path, SDL_Renderer *renderer)
{
int req_format = STBI_rgb_alpha;
@@ -33,7 +46,7 @@ bool LTexture::loadFromFile(std::string path, SDL_Renderer *renderer)
if (req_format == STBI_rgb)
{
depth = 24;
pitch = 3 * width; // 3 bytes per pixel * pixels per row
pitch = 3 * width; // 3 bytes por pixel * pixels per linea
pixel_format = SDL_PIXELFORMAT_RGB24;
}
else
@@ -43,14 +56,13 @@ bool LTexture::loadFromFile(std::string path, SDL_Renderer *renderer)
pixel_format = SDL_PIXELFORMAT_RGBA32;
}
// Get rid of preexisting texture
// Limpia
unload();
// The final texture
// La textura final
SDL_Texture *newTexture = NULL;
// Load image at specified path
//SDL_Surface *loadedSurface = IMG_Load(path.c_str());
// Carga la imagen desde una ruta específica
SDL_Surface *loadedSurface = SDL_CreateRGBSurfaceWithFormatFrom((void *)data, width, height, depth, pitch, pixel_format);
if (loadedSurface == NULL)
{
@@ -58,10 +70,7 @@ bool LTexture::loadFromFile(std::string path, SDL_Renderer *renderer)
}
else
{
// Color key image
//SDL_SetColorKey(loadedSurface, SDL_TRUE, SDL_MapRGB(loadedSurface->format, COLOR_KEY_R, COLOR_KEY_G, COLOR_KEY_B));
// Create texture from surface pixels
// Crea la textura desde los pixels de la surface
newTexture = SDL_CreateTextureFromSurface(renderer, loadedSurface);
if (newTexture == NULL)
{
@@ -69,73 +78,76 @@ bool LTexture::loadFromFile(std::string path, SDL_Renderer *renderer)
}
else
{
// Get image dimensions
mWidth = loadedSurface->w;
mHeight = loadedSurface->h;
// Obtiene las dimensiones de la imagen
this->width = loadedSurface->w;
this->height = loadedSurface->h;
}
// Get rid of old loaded surface
// Elimina la textura cargada
SDL_FreeSurface(loadedSurface);
}
// Return success
mTexture = newTexture;
return mTexture != NULL;
texture = newTexture;
return texture != NULL;
}
// Crea una textura en blanco
bool LTexture::createBlank(SDL_Renderer *renderer, int width, int height, SDL_TextureAccess access)
{
// Create uninitialized texture
mTexture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, access, width, height);
if (mTexture == NULL)
// Crea una textura sin inicializar
texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, access, width, height);
if (texture == NULL)
{
printf("Unable to create blank texture! SDL Error: %s\n", SDL_GetError());
}
else
{
mWidth = width;
mHeight = height;
this->width = width;
this->height = height;
}
return mTexture != NULL;
return texture != NULL;
}
// Libera la memoria de la textura
void LTexture::unload()
{
// Free texture if it exists
if (mTexture != NULL)
// Libera la textura si existe
if (texture != NULL)
{
SDL_DestroyTexture(mTexture);
mTexture = NULL;
mWidth = 0;
mHeight = 0;
SDL_DestroyTexture(texture);
texture = NULL;
width = 0;
height = 0;
}
}
// Establece el color para la modulacion
void LTexture::setColor(Uint8 red, Uint8 green, Uint8 blue)
{
// Modulate texture rgb
SDL_SetTextureColorMod(mTexture, red, green, blue);
SDL_SetTextureColorMod(texture, red, green, blue);
}
// Establece el blending
void LTexture::setBlendMode(SDL_BlendMode blending)
{
// Set blending function
SDL_SetTextureBlendMode(mTexture, blending);
SDL_SetTextureBlendMode(texture, blending);
}
// Establece el alpha para la modulación
void LTexture::setAlpha(Uint8 alpha)
{
// Modulate texture alpha
SDL_SetTextureAlphaMod(mTexture, alpha);
SDL_SetTextureAlphaMod(texture, alpha);
}
// Renderiza la textura en un punto específico
void LTexture::render(SDL_Renderer *renderer, int x, int y, SDL_Rect *clip, float zoomW, float zoomH, double angle, SDL_Point *center, SDL_RendererFlip flip)
{
// Set rendering space and render to screen
SDL_Rect renderQuad = {x, y, mWidth, mHeight};
// Establece el destini de renderizado en la pantalla
SDL_Rect renderQuad = {x, y, width, height};
// Set clip rendering dimensions
// Obtiene las dimesiones del clip de renderizado
if (clip != NULL)
{
renderQuad.w = clip->w;
@@ -145,22 +157,30 @@ void LTexture::render(SDL_Renderer *renderer, int x, int y, SDL_Rect *clip, floa
renderQuad.w = renderQuad.w * zoomW;
renderQuad.h = renderQuad.h * zoomH;
// Render to screen
SDL_RenderCopyEx(renderer, mTexture, clip, &renderQuad, angle, center, flip);
// Renderiza a pantalla
SDL_RenderCopyEx(renderer, texture, clip, &renderQuad, angle, center, flip);
}
// Establece la textura como objetivo de renderizado
void LTexture::setAsRenderTarget(SDL_Renderer *renderer)
{
// Make self render target
SDL_SetRenderTarget(renderer, mTexture);
SDL_SetRenderTarget(renderer, texture);
}
// Obtiene el ancho de la imagen
int LTexture::getWidth()
{
return mWidth;
return width;
}
// Obtiene el alto de la imagen
int LTexture::getHeight()
{
return mHeight;
return height;
}
// Recarga la textura
bool LTexture::reLoad()
{
return loadFromFile(path, renderer);
}

View File

@@ -7,61 +7,55 @@
#ifndef LTEXTURE_H
#define LTEXTURE_H
// Texture wrapper class
// Clase LTexture
class LTexture
{
public:
// Initializes variables
LTexture();
private:
SDL_Texture *texture; // La textura
SDL_Renderer *renderer; // Renderizador donde dibujar la textura
int width; // Ancho de la imagen
int height; // Alto de la imagen
std::string path; // Ruta de la imagen de la textura
// Deallocates memory
public:
// Constructor
LTexture(SDL_Renderer *renderer, std::string path = "");
// Destructor
~LTexture();
// Loads image at specified path
// Carga una imagen desde un fichero
bool loadFromFile(std::string path, SDL_Renderer *renderer);
// Creates blank texture
// Crea una textura en blanco
bool createBlank(SDL_Renderer *renderer, int width, int height, SDL_TextureAccess = SDL_TEXTUREACCESS_STREAMING);
// Deallocates texture
// Libera la memoria de la textura
void unload();
// Set color modulation
// Establece el color para la modulacion
void setColor(Uint8 red, Uint8 green, Uint8 blue);
// Set blending
// Establece el blending
void setBlendMode(SDL_BlendMode blending);
// Set alpha modulation
// Establece el alpha para la modulación
void setAlpha(Uint8 alpha);
// Renders texture at given point
// Renderiza la textura en un punto específico
void render(SDL_Renderer *renderer, int x, int y, SDL_Rect *clip = NULL, float zoomW = 1, float zoomH = 1, double angle = 0.0, SDL_Point *center = NULL, SDL_RendererFlip flip = SDL_FLIP_NONE);
// Set self as render target
// Establece la textura como objetivo de renderizado
void setAsRenderTarget(SDL_Renderer *renderer);
// Gets image dimensions
// Obtiene el ancho de la imagen
int getWidth();
// Obtiene el alto de la imagen
int getHeight();
// Pixel manipulators
bool lockTexture();
bool unlockTexture();
void *getPixels();
void copyPixels(void *pixels);
int getPitch();
Uint32 getPixel32(unsigned int x, unsigned int y);
private:
// The actual hardware texture
SDL_Texture *mTexture;
void *mPixels;
int mPitch;
// Image dimensions
int mWidth;
int mHeight;
// Recarga la textura
bool reLoad();
};
#endif

View File

@@ -6,11 +6,12 @@ Map::Map(std::string file, SDL_Renderer *renderer, Asset *asset, ItemTracker *it
// Inicializa variables
tile_size = 8;
map_width = 40;
map_height = 26;
tileset_width = 32;
map_height = 30;
name = file.substr(file.find_last_of("\\/") + 1);
enemy_file = "";
bgColor1 = bgColor2 = {0, 0, 0};
bgScroll = false;
counter = 0;
// Copia los punteros a objetos
this->asset = asset;
@@ -18,16 +19,24 @@ Map::Map(std::string file, SDL_Renderer *renderer, Asset *asset, ItemTracker *it
this->itemTracker = itemTracker;
// Crea los objetos
texture_tile = new LTexture();
load(file);
loadTextureFromFile(texture_tile, asset->get(tileset_img), renderer);
texture_tile = new LTexture(renderer, asset->get(tileset_img));
tileset_width = texture_tile->getWidth() / tile_size;
// Crea la textura para el mapa de tiles de la habitación
map_texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT);
if (map_texture == NULL)
printf("Error: map_texture could not be created!\nSDL Error: %s\n", SDL_GetError());
// Crea las texturas para dibujar el mapa
map_layerBG = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, PLAY_AREA_WIDTH, PLAY_AREA_HEIGHT);
if (map_layerBG == NULL)
printf("Error: map_layer0 could not be created!\nSDL Error: %s\n", SDL_GetError());
// Pinta el mapa de la habitación en la textura
map_layer0 = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, PLAY_AREA_WIDTH, PLAY_AREA_HEIGHT);
if (map_layer0 == NULL)
printf("Error: map_layer0 could not be created!\nSDL Error: %s\n", SDL_GetError());
map_layer1 = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, PLAY_AREA_WIDTH, PLAY_AREA_HEIGHT);
if (map_layer1 == NULL)
printf("Error: map_layer1 could not be created!\nSDL Error: %s\n", SDL_GetError());
// Pinta el mapa en las texturas
fillMapTexture();
}
@@ -38,7 +47,7 @@ Map::~Map()
texture_tile->unload();
delete texture_tile;
SDL_DestroyTexture(map_texture);
SDL_DestroyTexture(map_layer1);
for (auto actor : actors)
{
@@ -61,7 +70,7 @@ bool Map::load(std::string file_path)
if (file.good())
{
// Procesa el fichero linea a linea
printf("Reading file %s\n", filename.c_str());
printf("Reading file %s\n\n", filename.c_str());
while (std::getline(file, line))
{
// Si la linea contiene el texto [tilemap] se realiza el proceso de carga del fichero tmx
@@ -75,21 +84,24 @@ bool Map::load(std::string file_path)
std::ifstream file2(asset->get(line)); // Abre el fichero tmx
if (file2.good())
{
bool data_read = false;
bool map_col_read = false;
bool map_BG_read = false;
bool map_l0_read = false;
bool map_l1_read = false;
while (std::getline(file2, line)) // Lee el fichero linea a linea
{
if (!data_read)
if (!map_BG_read)
{ // Lee lineas hasta que encuentre donde empiezan los datos del mapa
int pos = 0;
do
{
std::getline(file2, line);
pos = line.find("data encoding");
} while (pos == std::string::npos);
} while (pos == (int)std::string::npos);
do
{ // Se introducen los valores separados por comas en un vector
data_read = true;
map_BG_read = true;
std::getline(file2, line);
if (line != "</data>")
{
@@ -97,7 +109,82 @@ bool Map::load(std::string file_path)
std::string tmp;
while (getline(ss, tmp, ','))
{
tilemap.push_back(std::stoi(tmp));
tilemap_BG.push_back(std::stoi(tmp));
}
}
} while (line != "</data>");
}
if (!map_l0_read)
{ // Lee lineas hasta que encuentre donde empiezan los datos del mapa
int pos = 0;
do
{
std::getline(file2, line);
pos = line.find("data encoding");
} while (pos == (int)std::string::npos);
do
{ // Se introducen los valores separados por comas en un vector
map_l0_read = true;
std::getline(file2, line);
if (line != "</data>")
{
std::stringstream ss(line);
std::string tmp;
while (getline(ss, tmp, ','))
{
tilemap_l0.push_back(std::stoi(tmp));
}
}
} while (line != "</data>");
}
if (!map_l1_read)
{ // Lee lineas hasta que encuentre donde empiezan los datos del mapa
int pos = 0;
do
{
std::getline(file2, line);
pos = line.find("data encoding");
} while (pos == (int)std::string::npos);
do
{ // Se introducen los valores separados por comas en un vector
map_l1_read = true;
std::getline(file2, line);
if (line != "</data>")
{
std::stringstream ss(line);
std::string tmp;
while (getline(ss, tmp, ','))
{
tilemap_l1.push_back(std::stoi(tmp));
}
}
} while (line != "</data>");
}
if (!map_col_read)
{ // Lee lineas hasta que encuentre donde empiezan los datos del mapa
int pos = 0;
do
{
std::getline(file2, line);
pos = line.find("data encoding");
} while (pos == (int)std::string::npos);
do
{ // Se introducen los valores separados por comas en un vector
map_col_read = true;
std::getline(file2, line);
if (line != "</data>")
{
std::stringstream ss(line);
std::string tmp;
while (getline(ss, tmp, ','))
{
collisionmap.push_back(std::stoi(tmp));
}
}
} while (line != "</data>");
@@ -218,6 +305,7 @@ bool Map::setVars(std::string var, std::string value)
{
tileset_img = value;
}
else if (var == "bgColor1")
{
// Se introducen los valores separados por comas en un vector
@@ -230,6 +318,7 @@ bool Map::setVars(std::string var, std::string value)
getline(ss, tmp, ',');
bgColor1.b = std::stoi(tmp);
}
else if (var == "bgColor2")
{
// Se introducen los valores separados por comas en un vector
@@ -242,29 +331,41 @@ bool Map::setVars(std::string var, std::string value)
getline(ss, tmp, ',');
bgColor2.b = std::stoi(tmp);
}
else if (var == "bgScroll")
{
bgScroll = stringToBool(value);
}
else if (var == "room_up")
{
room_up = value;
}
else if (var == "room_down")
{
room_down = value;
}
else if (var == "room_left")
{
room_left = value;
}
else if (var == "room_right")
{
room_right = value;
}
else if (var == "enemy_file")
{
enemy_file = value;
}
else if (var == "")
{
}
else
{
success = false;
@@ -283,53 +384,66 @@ bool Map::setActor(actor_t *actor, SDL_Point *p1, SDL_Point *p2, std::string var
{
actor->tileset = value;
}
else if (var == "animation")
{
actor->animation = value;
}
else if (var == "width")
{
actor->w = std::stoi(value);
}
else if (var == "height")
{
actor->h = std::stoi(value);
}
else if (var == "x")
{
actor->x = std::stof(value) * tile_size;
}
else if (var == "y")
{
actor->y = std::stof(value) * tile_size;
}
else if (var == "vx")
{
actor->vx = std::stof(value);
}
else if (var == "vy")
{
actor->vy = std::stof(value);
}
else if (var == "x1")
{
p1->x = std::stoi(value) * tile_size;
}
else if (var == "x2")
{
p2->x = std::stoi(value) * tile_size;
}
else if (var == "y1")
{
p1->y = std::stoi(value) * tile_size;
}
else if (var == "y2")
{
p2->y = std::stoi(value) * tile_size;
}
else if ((var == "[/moving platform]") || (var == "[/diamond]"))
{
}
else
{
success = false;
@@ -341,63 +455,142 @@ bool Map::setActor(actor_t *actor, SDL_Point *p1, SDL_Point *p2, std::string var
// Crea la textura con el mapeado de la habitación
void Map::fillMapTexture()
{
SDL_SetRenderTarget(renderer, map_texture);
SDL_SetTextureBlendMode(map_texture, SDL_BLENDMODE_BLEND);
SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0xFF);
SDL_RenderClear(renderer);
// Dibuja el degradado de fondo
const int num_lines = 208;
for (int i = 0; i < num_lines; i++)
{
float step = ((float)i / (float)num_lines);
int r = bgColor1.r + ((bgColor2.r - bgColor1.r) * step);
int g = bgColor1.g + ((bgColor2.g - bgColor1.g) * step);
int b = bgColor1.b + ((bgColor2.b - bgColor1.b) * step);
SDL_SetRenderDrawColor(renderer, r, g, b, 0xFF);
SDL_RenderDrawLine(renderer, 0, i, 319, i);
}
// Dibuja el mapeado de tiles
// Crea variables
SDL_Rect clip = {0, 0, tile_size, tile_size};
for (int y = 0; y < map_height; y++)
for (int x = 0; x < map_width; x++)
// Rellena la capa BG
{
SDL_SetRenderTarget(renderer, map_layerBG);
SDL_SetTextureBlendMode(map_layerBG, SDL_BLENDMODE_BLEND);
SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0xFF);
SDL_RenderClear(renderer);
// Dibuja el degradado de fondo
const float num_lines = PLAY_AREA_BOTTOM - PLAY_AREA_TOP;
for (int i = PLAY_AREA_TOP; i < PLAY_AREA_BOTTOM; ++i)
{
clip.x = ((tilemap[(y * map_width) + x] - 1) % tileset_width) * tile_size;
clip.y = ((tilemap[(y * map_width) + x] - 1) / tileset_width) * tile_size;
texture_tile->render(renderer, x * tile_size, y * tile_size, &clip);
float step = ((float)i / num_lines);
int r = bgColor1.r + ((bgColor2.r - bgColor1.r) * step);
int g = bgColor1.g + ((bgColor2.g - bgColor1.g) * step);
int b = bgColor1.b + ((bgColor2.b - bgColor1.b) * step);
SDL_SetRenderDrawColor(renderer, r, g, b, 0xFF);
SDL_RenderDrawLine(renderer, 0, i, 319, i);
}
// Dibuja el degradado del marcador
int color = 105;
for (int i = 208; i < 240; i++)
{
SDL_SetRenderDrawColor(renderer, 0x69, color, 0x69, 0xFF);
SDL_RenderDrawLine(renderer, 0, i, 320, i);
color--;
// Dibuja el mapeado de tiles
for (int y = 0; y < map_height; ++y)
for (int x = 0; x < map_width; ++x)
{
// Resta uno porque Tiled almacena los indices empezando de 1 en vez de 0.
// El problema es que los tiles vacios los pone como 0 y aqui pasan a ser -1
// con lo que esta pintando desde fuera de la textura
clip.x = ((tilemap_BG[(y * map_width) + x] - 1) % tileset_width) * tile_size;
clip.y = ((tilemap_BG[(y * map_width) + x] - 1) / tileset_width) * tile_size;
texture_tile->render(renderer, x * tile_size, y * tile_size, &clip);
}
tilemap_BG.clear();
}
// Dibuja el marco del marcador
// SDL_SetRenderDrawColor(renderer, 85, 50, 85, 0xFF);
// SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0xFF);
// SDL_Rect rect = {0, 208, 320, 32};
// SDL_RenderDrawRect(renderer, &rect);
// rect = {1, 209, 318, 30};
// SDL_RenderDrawRect(renderer, &rect);
// Rellena la capa 0
{
SDL_SetRenderTarget(renderer, map_layer0);
SDL_SetTextureBlendMode(map_layer0, SDL_BLENDMODE_BLEND);
SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0x00);
SDL_RenderClear(renderer);
// Dibuja el mapeado de tiles
for (int y = 0; y < map_height; ++y)
for (int x = 0; x < map_width; ++x)
{
// Resta uno porque Tiled almacena los indices empezando de 1 en vez de 0.
// El problema es que los tiles vacios los pone como 0 y aqui pasan a ser -1
// con lo que esta pintando desde fuera de la textura
clip.x = ((tilemap_l0[(y * map_width) + x] - 1) % tileset_width) * tile_size;
clip.y = ((tilemap_l0[(y * map_width) + x] - 1) / tileset_width) * tile_size;
texture_tile->render(renderer, x * tile_size, y * tile_size, &clip);
}
tilemap_l0.clear();
}
// Rellena la capa 1
{
SDL_SetRenderTarget(renderer, map_layer1);
SDL_SetTextureBlendMode(map_layer1, SDL_BLENDMODE_BLEND);
SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0x00);
SDL_RenderClear(renderer);
// Dibuja el mapeado de tiles
for (int y = 0; y < map_height; ++y)
for (int x = 0; x < map_width; ++x)
{
// Resta uno porque Tiled almacena los indices empezando de 1 en vez de 0.
// El problema es que los tiles vacios los pone como 0 y aqui pasan a ser -1
// con lo que esta pintando desde fuera de la textura
clip.x = ((tilemap_l1[(y * map_width) + x] - 1) % tileset_width) * tile_size;
clip.y = ((tilemap_l1[(y * map_width) + x] - 1) / tileset_width) * tile_size;
texture_tile->render(renderer, x * tile_size, y * tile_size, &clip);
}
tilemap_l1.clear();
}
// Vuelve a colocar el renderizador
SDL_SetRenderTarget(renderer, nullptr);
}
// Dibuja el mapa en pantalla
// Dibuja todos los elementos del mapa
void Map::render()
{
// Dibuja la textura con el mapa en pantalla
SDL_Rect rect = {0, 0, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT};
SDL_RenderCopy(renderer, map_texture, &rect, NULL);
renderLayerBG();
renderLayer0();
renderLayer1();
renderActors();
}
// Dibuja la capa BG
void Map::renderLayerBG()
{
// Dibuja la textura con el mapa en pantalla
//SDL_Rect rect = {PLAY_AREA_X, PLAY_AREA_Y, PLAY_AREA_WIDTH, PLAY_AREA_HEIGHT};
SDL_RenderCopy(renderer, map_layerBG, nullptr, nullptr);
}
// Dibuja la capa 0
void Map::renderLayer0()
{
// Dibuja la textura con el mapa en pantalla
if (bgScroll)
{
const int offset = PLAY_AREA_WIDTH - ((counter / 20) % PLAY_AREA_WIDTH);
SDL_Rect src1 = {PLAY_AREA_X, PLAY_AREA_Y, offset, PLAY_AREA_HEIGHT};
SDL_Rect dst1 = {PLAY_AREA_X + PLAY_AREA_WIDTH - offset, PLAY_AREA_Y, offset, PLAY_AREA_HEIGHT};
SDL_Rect src2 = {PLAY_AREA_X + offset, PLAY_AREA_Y, PLAY_AREA_WIDTH - offset, PLAY_AREA_HEIGHT};
SDL_Rect dst2 = {PLAY_AREA_X, PLAY_AREA_Y, PLAY_AREA_WIDTH - offset, PLAY_AREA_HEIGHT};
SDL_RenderCopy(renderer, map_layer0, &src1, &dst1);
SDL_RenderCopy(renderer, map_layer0, &src2, &dst2);
}
else
{
// SDL_Rect rect = {PLAY_AREA_X, PLAY_AREA_Y, PLAY_AREA_WIDTH, PLAY_AREA_HEIGHT};
SDL_RenderCopy(renderer, map_layer0, nullptr, nullptr);
}
}
// Dibuja la capa 1
void Map::renderLayer1()
{
// Dibuja la textura con el mapa en pantalla
//SDL_Rect rect = {PLAY_AREA_X, PLAY_AREA_Y, PLAY_AREA_WIDTH, PLAY_AREA_HEIGHT};
SDL_RenderCopy(renderer, map_layer1, nullptr, nullptr);
}
// Dibuja los actores
void Map::renderActors()
{
for (auto actor : actors)
{
actor->render();
@@ -407,6 +600,8 @@ void Map::render()
// Actualiza todas las variables
void Map::update()
{
counter++;
for (auto actor : actors)
{
actor->update();
@@ -421,21 +616,19 @@ e_tile_map Map::getTile(SDL_Point p)
const int y = std::max(getPlayArea(b_top), (std::min(p.y, getPlayArea(b_bottom) - 1)));
// Calcula el tile
const int tile = tilemap[((y / tile_size) * map_width) + (x / tile_size)];
const int png_width = 32;
const int tile = collisionmap[((y / tile_size) * map_width) + (x / tile_size)];
// Las 8 primeras filas son tiles de fondo
if (tile >= 0 && tile < 8 * png_width)
if (tile == 0)
{
return nothing;
}
// De la fila 8 a la 15 hay tiles de muro
else if (tile >= (8 * png_width) && tile < 16 * png_width)
else if (tile == 5627)
{
return wall;
}
// A partir de la fila 16 son tiles atravesables
else
else if (tile == 5628)
{
return passable;
}
@@ -449,12 +642,6 @@ int Map::getTileSize()
return tile_size;
}
// Devuelve el indice del tile correspondiente a un punto del mapa
int Map::getTileIndex(SDL_Point p)
{
return tilemap[((p.y / tile_size) * map_width) + (p.x / tile_size)];
}
// Devuelve el valor de los bordes de la zona de juego
int Map::getPlayArea(e_border border)
{
@@ -511,6 +698,12 @@ std::string Map::getRoomFileName(e_border border)
return "";
}
// Devuelve el nombre del fichero de la habitación
std::string Map::getName()
{
return name;
}
// Indica si hay colision con un actor a partir de un rectangulo
int Map::actorCollision(SDL_Rect &rect)
{
@@ -603,4 +796,11 @@ void Map::getItem(int index)
std::string Map::getEnemyFile()
{
return enemy_file;
}
// Recarga las texturas
void Map::reLoadTextures()
{
texture_tile->reLoad();
fillMapTexture();
}

View File

@@ -35,22 +35,29 @@ enum e_border
class Map
{
private:
Asset *asset; // Objeto con la ruta a todos los ficheros de recursos
SDL_Renderer *renderer; // El renderizador de la ventana
std::string name; // Identificador de la habitación
std::string room_up; // Identificador de la habitación que se encuentra arriba
std::string room_down; // Identificador de la habitación que se encuentra abajp
std::string room_left; // Identificador de la habitación que se encuentra a la izquierda
std::string room_right; // Identificador de la habitación que se encuentra a la derecha
std::string enemy_file; // Fichero con los enemigos para la habitación
std::string tileset_img; // Imagen con los graficos para la habitación
std::vector<int> tilemap; // Indice de los tiles a dibujar en la habitación
LTexture *texture_tile; // Textura con los graficos de los tiles habitación
SDL_Texture *map_texture; // Textura para dibujar el mapa de la habitación
std::vector<Actor *> actors; // Listado con los actores de la habitación
color_t bgColor1; // Color superior del degradado de fondo
color_t bgColor2; // Color inferior del degradado de fondo
ItemTracker *itemTracker; // Objeto que gestiona los items que ya se han recogido
Asset *asset; // Objeto con la ruta a todos los ficheros de recursos
SDL_Renderer *renderer; // El renderizador de la ventana
std::string name; // Identificador de la habitación
std::string room_up; // Identificador de la habitación que se encuentra arriba
std::string room_down; // Identificador de la habitación que se encuentra abajp
std::string room_left; // Identificador de la habitación que se encuentra a la izquierda
std::string room_right; // Identificador de la habitación que se encuentra a la derecha
std::string enemy_file; // Fichero con los enemigos para la habitación
std::string tileset_img; // Imagen con los graficos para la habitación
std::vector<int> tilemap_BG; // Indice de los tiles a dibujar de la capa BG en la habitación
std::vector<int> tilemap_l0; // Indice de los tiles a dibujar de la capa 0 en la habitación
std::vector<int> tilemap_l1; // Indice de los tiles a dibujar de la capa 1 en la habitación
std::vector<int> collisionmap; // Indice con los tipos de tile de la habitación
LTexture *texture_tile; // Textura con los graficos de los tiles habitación
SDL_Texture *map_layerBG; // Textura para dibujar la capa BG del mapa de la habitación
SDL_Texture *map_layer0; // Textura para dibujar la capa 0 del mapa de la habitación
SDL_Texture *map_layer1; // Textura para dibujar la capa 1 del mapa de la habitación
std::vector<Actor *> actors; // Listado con los actores de la habitación
color_t bgColor1; // Color superior del degradado de fondo
color_t bgColor2; // Color inferior del degradado de fondo
bool bgScroll; // Indica si la capa de fondo se mueve
ItemTracker *itemTracker; // Objeto que gestiona los items que ya se han recogido
int counter; // Contador para lo que se necesite
int tile_size; // Ancho del tile en pixels
int map_width; // Ancho del mapa en tiles
@@ -79,24 +86,36 @@ public:
// Actualiza todas las variables
void update();
// Dibuja el objeto
// Dibuja todos los elementos del mapa
void render();
// Dibuja la capa BG
void renderLayerBG();
// Dibuja la capa 1
void renderLayer0();
// Dibuja la capa 1
void renderLayer1();
// Dibuja los actores
void renderActors();
// Devuelve el tipo de tile que hay en un punto
e_tile_map getTile(SDL_Point p);
// Devuelve el valor de la variable
int getTileSize();
// Devuelve el indice del tile correspondiente a un punto del mapa
int getTileIndex(SDL_Point p);
// Devuelve el valor de los bordes de la zona de juego
int getPlayArea(e_border border);
// Devuelve el nombre del fichero de la habitación en funcion del borde
std::string getRoomFileName(e_border border);
// Devuelve el nombre del fichero de la habitación
std::string getName();
// Indica si hay colision con un actor a partir de un rectangulo
int actorCollision(SDL_Rect &rect);
@@ -120,6 +139,9 @@ public:
// Obtiene el valor de la variable
std::string getEnemyFile();
// Recarga las texturas
void reLoadTextures();
};
#endif

View File

@@ -2,21 +2,28 @@
#include "menu.h"
// Constructor
Menu::Menu(SDL_Renderer *renderer, Text *text, Input *input)
Menu::Menu(SDL_Renderer *renderer, Asset *asset, Input *input, std::string file)
{
this->renderer = renderer;
this->text = text;
this->asset = asset;
this->input = input;
soundMove = nullptr;
soundAccept = nullptr;
soundCancel = nullptr;
init();
if (file != "")
{
load(file);
}
reorganize();
}
Menu::~Menu()
{
renderer = nullptr;
text = nullptr;
asset = nullptr;
input = nullptr;
if (soundMove)
@@ -33,21 +40,288 @@ Menu::~Menu()
{
JA_DeleteSound(soundCancel);
}
if (text != nullptr)
{
delete text;
}
}
// Inicializador
void Menu::init(std::string name, int x, int y, int backgroundType)
// Carga la configuración del menu desde un archivo de texto
bool Menu::load(std::string file_path)
{
// Indicador de éxito en la carga
bool success = true;
// Indica si se ha creado ya el objeto de texto
bool textAllocated = false;
std::string filename = file_path.substr(file_path.find_last_of("\\/") + 1);
std::string line;
std::ifstream file(file_path);
// El fichero se puede abrir
if (file.good())
{
// Procesa el fichero linea a linea
printf("Reading file %s\n", filename.c_str());
while (std::getline(file, line))
{
if (line == "[item]")
{
item_t item;
item.label = "";
item.hPaddingDown = 1;
item.selectable = true;
item.greyed = false;
item.linkedDown = false;
do
{
std::getline(file, line);
// Encuentra la posición del caracter '='
int pos = line.find("=");
// Procesa las dos subcadenas
if (!setItem(&item, line.substr(0, pos), line.substr(pos + 1, line.length())))
{
printf("Warning: file %s\n, unknown parameter \"%s\"\n", filename.c_str(), line.substr(0, pos).c_str());
success = false;
}
} while (line != "[/item]");
addItem(item.label, item.hPaddingDown, item.selectable, item.greyed, item.linkedDown);
}
// En caso contrario se parsea el fichero para buscar las variables y los valores
else
{
// Encuentra la posición del caracter '='
int pos = line.find("=");
// Procesa las dos subcadenas
if (!setVars(line.substr(0, pos), line.substr(pos + 1, line.length())))
{
printf("Warning: file %s, unknown parameter \"%s\"\n", filename.c_str(), line.substr(0, pos).c_str());
success = false;
}
// Crea el objeto text tan pronto como se pueda. Necesario para añadir items
if (font_png != "" && font_txt != "" && !textAllocated)
{
text = new Text(asset->get(font_png), asset->get(font_txt), renderer);
textAllocated = true;
}
}
}
// Cierra el fichero
printf("Closing file %s\n\n", filename.c_str());
file.close();
}
// El fichero no se puede abrir
else
{
printf("Warning: Unable to open %s file\n", filename.c_str());
success = false;
}
return success;
}
// Asigna variables a partir de dos cadenas
bool Menu::setItem(item_t *item, std::string var, std::string value)
{
// Indicador de éxito en la asignación
bool success = true;
if (var == "text")
{
item->label = value;
}
else if (var == "hPaddingDown")
{
item->hPaddingDown = std::stoi(value);
}
else if (var == "selectable")
{
item->selectable = value == "true" ? true : false;
}
else if (var == "greyed")
{
item->greyed = value == "true" ? true : false;
}
else if (var == "linkedDown")
{
item->linkedDown = value == "true" ? true : false;
}
else if ((var == "") || (var == "[/item]"))
{
}
else
{
success = false;
}
return success;
}
// Asigna variables a partir de dos cadenas
bool Menu::setVars(std::string var, std::string value)
{
// Indicador de éxito en la asignación
bool success = true;
if (var == "font_png")
{
font_png = value;
}
else if (var == "font_txt")
{
font_txt = value;
}
else if (var == "sound_cancel")
{
soundCancel = JA_LoadSound(asset->get(value).c_str());
}
else if (var == "sound_accept")
{
soundAccept = JA_LoadSound(asset->get(value).c_str());
}
else if (var == "sound_move")
{
soundMove = JA_LoadSound(asset->get(value).c_str());
}
else if (var == "name")
{
name = value;
}
else if (var == "x")
{
x = std::stoi(value);
}
else if (var == "centerX")
{
centerX = std::stoi(value);
}
else if (var == "centerY")
{
centerY = std::stoi(value);
}
else if (var == "y")
{
y = std::stoi(value);
}
else if (var == "backgroundType")
{
backgroundType = std::stoi(value);
}
else if (var == "backgroundColor")
{
// Se introducen los valores separados por comas en un vector
std::stringstream ss(value);
std::string tmp;
getline(ss, tmp, ',');
rectBG.color.r = std::stoi(tmp);
getline(ss, tmp, ',');
rectBG.color.g = std::stoi(tmp);
getline(ss, tmp, ',');
rectBG.color.b = std::stoi(tmp);
getline(ss, tmp, ',');
rectBG.a = std::stoi(tmp);
}
else if (var == "selector_color")
{
// Se introducen los valores separados por comas en un vector
std::stringstream ss(value);
std::string tmp;
getline(ss, tmp, ',');
selector.color.r = std::stoi(tmp);
getline(ss, tmp, ',');
selector.color.g = std::stoi(tmp);
getline(ss, tmp, ',');
selector.color.b = std::stoi(tmp);
getline(ss, tmp, ',');
selector.a = std::stoi(tmp);
}
else if (var == "selector_text_color")
{
// Se introducen los valores separados por comas en un vector
std::stringstream ss(value);
std::string tmp;
getline(ss, tmp, ',');
selector.itemColor.r = std::stoi(tmp);
getline(ss, tmp, ',');
selector.itemColor.g = std::stoi(tmp);
getline(ss, tmp, ',');
selector.itemColor.b = std::stoi(tmp);
}
else if (var == "areElementsCenteredOnX")
{
areElementsCenteredOnX = value == "true" ? true : false;
}
else if (var == "isCenteredOnX")
{
isCenteredOnX = value == "true" ? true : false;
}
else if (var == "isCenteredOnY")
{
isCenteredOnY = value == "true" ? true : false;
}
else if (var == "defaultActionWhenCancel")
{
defaultActionWhenCancel = std::stoi(value);
}
else if (var == "")
{
}
else
{
success = false;
}
return success;
}
// Inicializa las variables
void Menu::init()
{
// Inicia variables
this->name = name;
name = "";
selector.index = 0;
itemSelected = MENU_NO_OPTION;
this->x = x;
this->y = y;
x = 0;
y = 0;
rectBG.rect = {0, 0, 0, 0};
rectBG.color = {0, 0, 0};
rectBG.a = 0;
this->backgroundType = backgroundType;
backgroundType = MENU_BACKGROUND_SOLID;
isCenteredOnX = false;
isCenteredOnY = false;
areElementsCenteredOnX = false;
@@ -55,6 +329,9 @@ void Menu::init(std::string name, int x, int y, int backgroundType)
centerY = 0;
widestItem = 0;
colorGreyed = {128, 128, 128};
defaultActionWhenCancel = 0;
font_png = "";
font_txt = "";
// Selector
selector.originY = 0;
@@ -174,7 +451,7 @@ void Menu::updateSelector()
// Coloca el selector en una posición específica
void Menu::setSelectorPos(int index)
{
if (index < item.size())
if (index < (int)item.size())
{
selector.index = index;
selector.rect.y = selector.y = selector.originY = selector.targetY = item[selector.index].rect.y;
@@ -338,8 +615,8 @@ void Menu::render()
SDL_RenderDrawRect(renderer, &rectBG.rect);
}
// Renderitza el texto
for (int i = 0; i < item.size(); i++)
// Renderiza el texto
for (int i = 0; i < (int)item.size(); ++i)
{
if (i == selector.index)
{
@@ -373,14 +650,14 @@ void Menu::render()
// Establece el rectangulo de fondo del menu y el selector
void Menu::setRectSize()
{
rectBG.rect.w = findWidth() + text->getCharacterWidth();
rectBG.rect.h = findHeight() + text->getCharacterWidth();
rectBG.rect.w = findWidth() + text->getCharacterSize();
rectBG.rect.h = findHeight() + text->getCharacterSize();
// La posición X es la del menú menos medio caracter
rectBG.rect.x = x - (text->getCharacterWidth() / 2);
rectBG.rect.x = x - (text->getCharacterSize() / 2);
// La posición Y es la del menu menos la altura de medio caracter
rectBG.rect.y = y - (text->getCharacterWidth() / 2);
rectBG.rect.y = y - (text->getCharacterSize() / 2);
// Establecemos los valores del rectangulo del selector a partir de los valores del rectangulo de fondo
setSelectorPos(selector.index);
@@ -493,7 +770,7 @@ void Menu::setItemCaption(int index, std::string text)
{
item[index].label = text;
item[index].rect.w = this->text->lenght(item[index].label);
item[index].rect.h = this->text->getCharacterWidth();
item[index].rect.h = this->text->getCharacterSize();
reorganize();
const std::string texto = item[index].label + ":" + std::to_string(item[index].rect.w);
@@ -575,7 +852,7 @@ void Menu::replaceElementsOnY()
{
item[0].rect.y = y;
for (int i = 1; i < item.size(); i++)
for (int i = 1; i < (int)item.size(); i++)
{
item[i].rect.y = item[i - 1].rect.y + item[i - 1].rect.h + item[i - 1].hPaddingDown;
}

View File

@@ -4,9 +4,12 @@
#include <vector>
#include "sprite.h"
#include "text.h"
#include "asset.h"
#include "input.h"
#include "utils.h"
#include "jail_audio.h"
#include <sstream>
#include <fstream>
#ifndef MENU_H
#define MENU_H
@@ -85,10 +88,25 @@ private:
SDL_Renderer *renderer; // Puntero al renderizador de la ventana
Text *text; // Texto para poder escribir los items del menu
Input *input; // Gestor de eventos de entrada de teclado o gamepad
Asset *asset; // Objeto para gestionar los ficheros de recursos
color_t colorGreyed; // Color para los elementos agrisados
rectangle_t rectBG; // Rectangulo de fondo del menu
std::vector<item_t> item; // Estructura para cada elemento del menu
selector_t selector; // Variables para pintar el selector del menu
std::string font_png;
std::string font_txt;
// Carga la configuración del menu desde un archivo de texto
bool load(std::string file_path);
// Asigna variables a partir de dos cadenas
bool setVars(std::string var, std::string value);
// Asigna variables a partir de dos cadenas
bool setItem(item_t *item, std::string var, std::string value);
// Inicializa las variables
void init();
// Establece el rectangulo de fondo del menu
void setRectSize();
@@ -125,14 +143,11 @@ private:
public:
// Constructor
Menu(SDL_Renderer *renderer, Text *text, Input *input);
Menu(SDL_Renderer *renderer, Asset *asset, Input *input, std::string file="");
// Destructor
~Menu();
// Inicializador
void init(std::string name, int x, int y, int backgroundType);
// Carga los ficheros de audio
void loadAudioFile(std::string file, int sound);
@@ -192,6 +207,8 @@ public:
// Establece el estado de enlace de un item
void setLinkedDown(int index, bool value);
// hacer procedimientos para establecer el titulo, la x, la y, la tipografia y el tipo de fondo
};
#endif

View File

@@ -1,32 +1,32 @@
#include "player.h"
// Constructor
Player::Player(SDL_Renderer *renderer, Asset *asset, Input *input, Map *map)
Player::Player(player_t player, SDL_Renderer *renderer, Asset *asset, Input *input, Map *map, Debug *debug, int *diamonds)
{
this->asset = asset;
this->renderer = renderer;
this->input = input;
this->map = map;
this->debug = debug;
this->diamonds = diamonds;
sound_jump = JA_LoadSound(asset->get("sound_player_jump.wav").c_str());
sound_death = JA_LoadSound(asset->get("sound_player_death.wav").c_str());
sound_coin = JA_LoadSound(asset->get("sound_player_coin.wav").c_str());
texture = new LTexture();
loadTextureFromFile(texture, asset->get("player.png"), renderer);
texture = new LTexture(renderer, asset->get("player.png"));
sprite = new AnimatedSprite(texture, renderer, asset->get("player.ani"));
w = 16;
h = 24;
x = 3 * 16;
y = 168;
vx = 0;
vy = 0;
x = player.x;
y = player.y;
vx = player.vx;
vy = player.vy;
lastPosition = {(int)x, (int)y};
sprite->setRect({(int)x, (int)y, w, h});
sprite->setCurrentAnimation("stand");
sprite->setFlip(SDL_FLIP_NONE);
sprite->setFlip(player.flip);
jumpStrenght = 2.0f;
gravity = 0.3f;
@@ -34,14 +34,15 @@ Player::Player(SDL_Renderer *renderer, Asset *asset, Input *input, Map *map)
maxVX = 1.5f;
maxVY = 4.0f;
state = standing;
state = player.state;
living = l_alive;
jumpPressed = false;
key.insert(key.end(), {0, 0, 0, 0, 0, 0});
const SDL_Point p = {0, 0};
collider.insert(collider.end(), {p, p, p, p, p, p, p, p, p, p, p, p});
underFeet.insert(underFeet.end(), {p, p, p});
hookedOnMovingPlatform = -1;
diamonds = 0;
colliderBox = getRect();
}
// Destructor
@@ -60,10 +61,22 @@ Player::~Player()
// Actualiza todas las variables
void Player::update()
{
checkLivingState();
checkInput();
move();
animate();
checkActors();
colliderBox = getRect();
debug->add(std::to_string((int)sprite->getPosX()) + "," + std::to_string((int)sprite->getPosY()) + "," + std::to_string((int)sprite->getWidth()) + "," + std::to_string((int)sprite->getHeight()));
debug->add("VY " + std::to_string(vy) + " " + std::to_string(jumpStrenght));
debug->add("VX " + std::to_string(vx));
debug->add("jump_pressed " + std::to_string(jumpPressed));
debug->add("isOnFloor " + std::to_string(isOnFloor()));
debug->add("getTile(" + std::to_string(underFeet[0].x) + "," + std::to_string(underFeet[0].y) + ") = " + std::to_string(map->getTile(underFeet[0])));
debug->add("state " + std::to_string(state));
debug->add(map->getName() + " (" + map->getRoomFileName(b_top) + ", " + map->getRoomFileName(b_right) + ", " + map->getRoomFileName(b_bottom) + ", " + map->getRoomFileName(b_left) + ")");
debug->add("hookedOn = " + std::to_string(hookedOnMovingPlatform));
}
// Dibuja el objeto
@@ -75,46 +88,67 @@ void Player::render()
// Comprueba las entradas y modifica variables
void Player::checkInput()
{
if (living == l_dying)
{ // Aplica fricción
if (vx > 0.0f)
{
vx -= (accelX / 3);
vx = std::max(vx, 0.0f);
}
else
{
vx += (accelX / 3);
vx = std::min(vx, 0.0f);
}
return;
}
if (input->checkInput(INPUT_LEFT, REPEAT_TRUE))
{
vx = std::max(vx -= accelX, -maxVX);
vx -= accelX;
vx = std::max(vx, -maxVX);
sprite->setFlip(SDL_FLIP_HORIZONTAL);
}
else if (input->checkInput(INPUT_RIGHT, REPEAT_TRUE))
{
vx = std::min(vx += accelX, maxVX);
vx += accelX;
vx = std::min(vx, maxVX);
sprite->setFlip(SDL_FLIP_NONE);
}
else
{
{ // Aplica fricción
if (vx > 0.0f)
{
vx = std::max(vx -= accelX, 0.0f);
vx -= accelX;
vx = std::max(vx, 0.0f);
}
else
{
vx = std::min(vx += accelX, 0.0f);
vx += accelX;
vx = std::min(vx, 0.0f);
}
}
if (input->checkInput(INPUT_UP, REPEAT_TRUE))
{
if (state == standing)
if (state == s_standing)
{
if (!jumpPressed)
{
jumpStrenght = 2.0f;
vy -= jumpStrenght;
state = jumping;
state = s_jumping;
isOn = f_none;
jumpPressed = true;
JA_PlaySound(sound_jump);
}
}
else if (state == jumping)
else if (state == s_jumping)
{
if (jumpPressed)
{
jumpStrenght = std::max(jumpStrenght -= 0.4f, 0.0f);
jumpStrenght -= 0.4f;
jumpStrenght = std::max(jumpStrenght, 0.0f);
vy -= jumpStrenght;
}
}
@@ -127,9 +161,9 @@ void Player::checkInput()
else
{
jumpPressed = false;
if (state == jumping)
if (state == s_jumping)
{
state = falling;
state = s_falling;
}
}
}
@@ -138,9 +172,10 @@ void Player::checkInput()
void Player::addGravity()
{
// *** Falta ver pq la gravedad empuja al muñeco hacia abajo en los tiles atravesables
if (state != standing)
if (state != s_standing)
{
vy = std::min(vy += gravity, maxVY);
vy += gravity;
vy = std::min(vy, maxVY);
}
}
@@ -227,12 +262,12 @@ void Player::move()
if (vy > 0.0f)
{
y -= ((int)y + h) % tileSize;
state = standing;
state = s_standing;
}
else
{
y += tileSize - ((int)y % tileSize);
state = falling;
state = s_falling;
}
vy = 0.0f;
}
@@ -253,14 +288,14 @@ void Player::move()
// Tiene uno de los pies sobre una superficie
if (isOnFloor())
{
state = standing;
state = s_standing;
vy = 0.0f;
y -= ((int)y + h) % tileSize;
}
// Tiene ambos pies sobre el vacío
else
{
state = falling;
state = s_falling;
}
}
@@ -269,14 +304,14 @@ void Player::move()
// Si está cayendo
if (going_down2)
{
state = falling;
state = s_falling;
// Si está alineado con el tile mira el suelo (para que no lo mire si está
// dentro de un tile atravesable y lo deje a medias)
if (tile_aligned2)
{
if (isOnFloor())
{
state = standing;
state = s_standing;
}
}
@@ -287,9 +322,9 @@ void Player::move()
if (isOnMovingPlatform())
{
// Detener la caída y alinearlo con la plataforma
state = standing;
state = s_standing;
vy = 0.0f;
y = -h + map->getActorCollider(hookedOnMovingPlatform).y;
y = map->getActorCollider(hookedOnMovingPlatform).y - h;
}
}
}
@@ -298,9 +333,9 @@ void Player::move()
if (hookedOnMovingPlatform != -1)
{
// Dejarlo alineado con la plataforma
state = standing;
state = s_standing;
vy = 0.0f;
y = -h + map->getActorCollider(hookedOnMovingPlatform).y;
y = map->getActorCollider(hookedOnMovingPlatform).y - h;
x += map->getActorIncX(hookedOnMovingPlatform);
isOnMovingPlatform();
}
@@ -314,12 +349,14 @@ void Player::move()
// Anima al jugador
void Player::animate()
{
if (state != standing)
if (living == l_dying)
{
// if (abs(vy) > 1.0f)
{
sprite->setCurrentAnimation("jump");
}
sprite->setCurrentAnimation("death");
}
else if (state != s_standing)
{
sprite->setCurrentAnimation("jump");
}
else
{
@@ -339,6 +376,11 @@ void Player::animate()
// Comprueba si el jugador tiene suelo debajo de los pies
bool Player::isOnFloor()
{
if (isOn == f_platform)
{
return false;
}
bool onFloor = false;
updateFeet();
@@ -347,6 +389,16 @@ bool Player::isOnFloor()
{
onFloor |= ((map->getTile(f) == wall) || (map->getTile(f) == passable));
}
if (onFloor)
{
isOn = f_wall;
}
else
{
isOn = f_none;
}
return onFloor;
}
@@ -356,6 +408,12 @@ bool Player::isOnMovingPlatform()
bool onMovingPlatform = false;
hookedOnMovingPlatform = -1;
// Si esta sobre el suelo, no puede estar tambien sobre una plataforma movil
if (isOn == f_wall)
{
return false;
}
updateFeet();
for (auto f : underFeet)
@@ -367,6 +425,11 @@ bool Player::isOnMovingPlatform()
if (!onMovingPlatform)
{
hookedOnMovingPlatform = -1;
isOn = f_none;
}
else
{
isOn = f_platform;
}
return onMovingPlatform;
@@ -375,31 +438,33 @@ bool Player::isOnMovingPlatform()
// Comprueba si está situado en alguno de los cuatro bordes de la habitación
bool Player::isOnScreenBorder()
{
bool success = false;
border = b_none;
if (x < map->getPlayArea(b_left))
{
border = b_left;
success = true;
return true;
}
else if (x > map->getPlayArea(b_right) - w)
{
border = b_right;
success = true;
return true;
}
else if (y < map->getPlayArea(b_top))
{
border = b_top;
success = true;
return true;
}
else if (y > map->getPlayArea(b_bottom) - h)
{
border = b_bottom;
success = true;
return true;
}
return success;
return false;
}
// Devuelve el valor de la variable
@@ -451,11 +516,79 @@ int Player::checkActors()
if (name == a_diamond)
{
diamonds++;
*diamonds = *diamonds + 1;
JA_PlaySound(sound_coin);
map->getItem(index);
map->deleteActor(index);
}
return index;
}
// Recarga las texturas
void Player::reLoadTextures()
{
texture->reLoad();
}
// Devuelve el rectangulo que contiene al enemigo
SDL_Rect Player::getRect()
{
return sprite->getRect();
}
// Obtiene el rectangulo de colision del enemigo
SDL_Rect &Player::getCollider()
{
return colliderBox;
}
// Comprueba los estados de vida
void Player::checkLivingState()
{
switch (living)
{
case l_alive:
break;
case l_dying:
if (sprite->animationIsCompleted())
{
living = l_dead;
}
break;
case l_dead:
break;
default:
break;
}
}
// Establece el estado de vida del jugador
void Player::setLivingState(e_living value)
{
living = value;
}
// Obtiene el estado de vida del jugador
e_living Player::getLivingState()
{
return living;
}
// Obtiene algunos parametros del jugador
player_t Player::getSpawnParams()
{
player_t params;
params.x = x;
params.y = y;
params.vx = vx;
params.vy = vy;
params.state = state;
params.flip = sprite->getFlip();
return params;
}

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